X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.cpp;h=29b18a18a0a6e6b7bd0efba24b4c15a0f560aefe;hb=70510385d88cfbd5c232117d8436ca74c523e172;hp=d1ad16c6461f2675de7e245181e0df4ad501de02;hpb=86824206ffe1f9d1ee92ad1fbdd209c8155cd437;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 d1ad16c..29b18a1 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2018 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -20,7 +20,12 @@ // EXTERNAL INCLUDES #include +#include #include +#include +#include +#include +#include // INTERNAL HEADER #include @@ -36,6 +41,7 @@ #include #include #include +#include namespace Dali { @@ -48,232 +54,8 @@ namespace Internal namespace { - -// 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 MULTI_LINE_PROPERTY( "multiLine" ); -const char * const HORIZONTAL_ALIGNMENT_PROPERTY( "horizontalAlignment" ); -const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" ); -const char * const TEXT_COLOR_PROPERTY( "textColor" ); -const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" ); -const char * const SHADOW_PROPERTY( "shadow" ); -const char * const UNDERLINE_PROPERTY( "underline" ); -const char * const OUTLINE_PROPERTY( "outline" ); -const char * const BACKGROUND_PROPERTY( "textBackground" ); - const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f ); -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;\n - - uniform mediump mat4 uModelMatrix;\n - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat4 uProjection;\n - - varying mediump vec2 vTexCoord;\n - - //Visual size and offset - uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n - uniform mediump vec4 offsetSizeMode;\n - uniform mediump vec2 origin;\n - uniform mediump vec2 anchorPoint;\n - - vec4 ComputeVertexPosition()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n - vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n - }\n - - void main()\n - {\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_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 - 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 - - // Set the color of the text to what it is animated to. - gl_FragColor = uTextColorAnimatable * textTexture * uColor * visualMixColor(); - }\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 - - gl_FragColor = textTexture * uColor * visualMixColor(); - }\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 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 - - // Draw the text as overlay above the style - gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * visualMixColor();\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 - 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 - - // Draw the text as overlay above the style - gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\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 - 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 - - // 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 - - // Draw the text as overlay above the style - gl_FragColor = textTexture * uColor * visualMixColor();\n - }\n -); - -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 - 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 - - // 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 - - // Draw the text as overlay above the style - gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n - }\n -); - /** * Return Property index for the given string key * param[in] stringKey the string index key @@ -344,6 +126,28 @@ Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey ) 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 ) @@ -353,7 +157,7 @@ TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property: return TextVisualPtr; } -void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap ) +Property::Map TextVisual::ConvertStringKeysToIndexKeys( const Property::Map& propertyMap ) { Property::Map outMap; @@ -371,7 +175,7 @@ void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap ) outMap.Insert( indexKey, keyValue.second ); } - propertyMap = outMap; + return outMap; } float TextVisual::GetHeightForWidth( float width ) @@ -436,7 +240,7 @@ void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const TextVisual::TextVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ), +: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::TEXT ), mController( Text::Controller::New() ), mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ), mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ), @@ -474,7 +278,7 @@ void TextVisual::DoSetProperties( const Property::Map& propertyMap ) engine.SetCursorWidth( 0u ); // Do not layout space for the cursor. } -void TextVisual::DoSetOnStage( Actor& actor ) +void TextVisual::DoSetOnScene( Actor& actor ) { mControl = actor; @@ -495,30 +299,46 @@ void TextVisual::DoSetOnStage( Actor& actor ) // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer. if( shaderTextColorIndex != Property::INVALID_INDEX ) { - Constraint constraint = Constraint::New( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() ); - constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); - constraint.Apply(); + Constraint colorConstraint = Constraint::New( 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(); } } // Renderer needs textures and to be added to control mRendererUpdateNeeded = true; + mRendererList.push_back( mImpl->mRenderer ); + UpdateRenderer(); } -void TextVisual::DoSetOffStage( Actor& actor ) +void TextVisual::RemoveRenderer( Actor& actor ) { - if( mImpl->mRenderer ) + for( RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter) { - // Removes the renderer from the actor. - actor.RemoveRenderer( mImpl->mRenderer ); + Renderer renderer = (*iter); + if( renderer ) + { + // Removes the renderer from the actor. + actor.RemoveRenderer( renderer ); + } + } + // Clear the renderer list + mRendererList.clear(); +} - RemoveTextureSet(); +void TextVisual::DoSetOffScene( Actor& actor ) +{ + RemoveRenderer( actor ); - // Resets the renderer. - mImpl->mRenderer.Reset(); - } + // Resets the renderer. + mImpl->mRenderer.Reset(); // Resets the control handle. mControl.Reset(); @@ -648,35 +468,34 @@ void TextVisual::UpdateRenderer() if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() ) { - // Removes the texture set. - RemoveTextureSet(); - - // Remove any renderer previously set. - if( mImpl->mRenderer ) - { - control.RemoveRenderer( mImpl->mRenderer ); - } + // Remove the texture set and any renderer previously set. + RemoveRenderer( control ); // Nothing else to do if the relayout size is zero. ResourceReady( Toolkit::Visual::ResourceStatus::READY ); return; } - const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize ); + + Dali::LayoutDirection::Type layoutDirection; + if( mController->IsMatchSystemLanguageDirection() ) + { + layoutDirection = static_cast( DevelWindow::Get( control ).GetRootLayer().GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get() ); + } + else + { + layoutDirection = static_cast( control.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get() ); + } + + const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize, layoutDirection ); 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 ); - } + // Remove the texture set and any renderer previously set. + RemoveRenderer( control ); if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) && ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) ) @@ -719,50 +538,199 @@ void TextVisual::UpdateRenderer() const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled ); - TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled ); - mImpl->mRenderer.SetTextures( textureSet ); - Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled ); - mImpl->mRenderer.SetShader(shader); + AddRenderer( control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + + // Text rendered and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + } + } +} + +void TextVisual::AddTexture( TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex ) +{ + Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, + data.GetPixelFormat(), + data.GetWidth(), + data.GetHeight() ); + texture.Upload( data ); - mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; + textureSet.SetTexture( textureSetIndex, texture ); + textureSet.SetSampler( textureSetIndex, sampler ); +} - Vector4 atlasRect = FULL_TEXTURE_RECT; - mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect ); - mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); +PixelData TextVisual::ConvertToPixelData( unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat ) +{ + int bpp = Pixel::GetBytesPerPixel( textPixelFormat ); + unsigned int bufferSize = width * height * bpp; + unsigned char* dstBuffer = static_cast( malloc ( bufferSize ) ); + memcpy( dstBuffer, buffer + offsetPosition * bpp, bufferSize ); + PixelData pixelData = Dali::PixelData::New( dstBuffer, + bufferSize, + width, + height, + textPixelFormat, + Dali::PixelData::FREE ); + return pixelData; +} - mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON); +void TextVisual::CreateTextureSet( TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) +{ - //Register transform properties - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + TextureSet textureSet = TextureSet::New(); + unsigned int textureSetIndex = 0u; - control.AddRenderer( mImpl->mRenderer ); + // Convert the buffer to pixel data to make it a texture. + if( info.textBuffer ) + { + PixelData data = ConvertToPixelData( info.textBuffer, info.width, info.height, info.offsetPosition, info.textPixelFormat ); + AddTexture( textureSet, data, sampler, textureSetIndex ); + ++textureSetIndex; + } - // Text rendered and ready to display - ResourceReady( Toolkit::Visual::ResourceStatus::READY ); - } + if( styleEnabled && info.styleBuffer ) + { + PixelData styleData = ConvertToPixelData( info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888 ); + AddTexture( textureSet, styleData, sampler, textureSetIndex ); + ++textureSetIndex; } + + if( containsColorGlyph && !hasMultipleTextColors && info.maskBuffer ) + { + PixelData maskData = ConvertToPixelData( info.maskBuffer, info.width, info.height, info.offsetPosition, Pixel::L8 ); + AddTexture( textureSet, maskData, sampler, textureSetIndex ); + } + + renderer.SetTextures( textureSet ); + + //Register transform properties + mImpl->mTransform.RegisterUniforms( renderer, Direction::LEFT_TO_RIGHT ); + + // Enable the pre-multiplied alpha to improve the text quality + renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true ); + renderer.RegisterProperty( PREMULTIPLIED_ALPHA, 1.0f ); + + // Set size and offset for the tiling. + renderer.RegisterProperty( SIZE, Vector2( info.width, info.height ) ); + renderer.RegisterProperty( OFFSET, Vector2( info.offSet.x, info.offSet.y ) ); + renderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); + renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON); + + mRendererList.push_back( renderer ); } -void TextVisual::RemoveTextureSet() + +void TextVisual::AddRenderer( Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) { - if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED ) + Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + mImpl->mRenderer.SetShader( shader ); + + // Get the maximum size. + const int maxTextureSize = Dali::GetMaxTextureSize(); + + // No tiling required. Use the default renderer. + if( size.height < maxTextureSize ) + { + TextureSet textureSet = GetTextTexture( size, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + + mImpl->mRenderer.SetTextures( textureSet ); + //Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); + mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON); + + mRendererList.push_back( mImpl->mRenderer ); + } + // If the pixel data exceeds the maximum size, tiling is required. + else { - // Removes the text's image from the texture atlas. - Vector4 atlasRect; + // Filter mode needs to be set to linear to produce better quality while scaling. + Sampler sampler = Sampler::New(); + sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); + + // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture + Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8; + + // Check the text direction + Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection(); + + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat ); + + int verifiedWidth = data.GetWidth(); + int verifiedHeight = data.GetHeight(); + + // Set information for creating textures. + TilingInfo info( verifiedWidth, maxTextureSize, textPixelFormat ); - const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME ); - if( index != Property::INVALID_INDEX ) + // Get the buffer of text. + Dali::DevelPixelData::PixelDataBuffer textPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( data ); + info.textBuffer = textPixelData.buffer; + + if( styleEnabled ) { - const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index ); - atlasRectValue.Get( atlasRect ); + // Create RGBA texture for all the text styles (without the text itself) + PixelData styleData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 ); + Dali::DevelPixelData::PixelDataBuffer stylePixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( styleData ); + info.styleBuffer = stylePixelData.buffer; + } - const TextureSet& textureSet = mImpl->mRenderer.GetTextures(); - mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect ); + if ( containsColorGlyph && !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, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 ); + Dali::DevelPixelData::PixelDataBuffer maskPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( maskData ); + info.maskBuffer = maskPixelData.buffer; + } + + // Get the current offset for recalculate the offset when tiling. + Property::Map retMap; + mImpl->mTransform.GetPropertyMap( retMap ); + Property::Value* offsetValue = retMap.Find( Dali::Toolkit::Visual::Transform::Property::OFFSET ); + if( offsetValue ) + { + offsetValue->Get( info.offSet ); + } + + // Create a textureset in the default renderer. + CreateTextureSet( info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + + verifiedHeight -= maxTextureSize; + + Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); + + int offsetPosition = verifiedWidth * maxTextureSize; + // Create a renderer by cutting maxTextureSize. + while( verifiedHeight > 0 ) + { + Renderer tilingRenderer = Renderer::New( geometry, shader ); + tilingRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); + // New offset position of buffer for tiling. + info.offsetPosition += offsetPosition; + // New height for tiling. + info.height = ( verifiedHeight - maxTextureSize ) > 0 ? maxTextureSize : verifiedHeight; + // New offset for tiling. + info.offSet.y += maxTextureSize; + // Create a textureset int the new tiling renderer. + CreateTextureSet( info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + + verifiedHeight -= maxTextureSize; + } + } + + mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; + + for( RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter) + { + Renderer renderer = (*iter); + if( renderer ) + { + actor.AddRenderer( renderer ); } } } + TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) { // Filter mode needs to be set to linear to produce better quality while scaling. @@ -782,31 +750,18 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText // 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. + unsigned int textureSetIndex = 0u; - 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 ); + AddTexture( textureSet, data, sampler, textureSetIndex ); + ++textureSetIndex; if ( styleEnabled ) { // Create RGBA texture for all the text styles (without the text itself) PixelData styleData = mTypesetter->Render( size, textDirection, 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 ); + AddTexture( textureSet, styleData, sampler, textureSetIndex ); + ++textureSetIndex; } if ( containsColorGlyph && !hasMultipleTextColors ) @@ -814,23 +769,7 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText // 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, textDirection, 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 ); - } + AddTexture( textureSet, maskData, sampler, textureSetIndex ); } return textureSet; @@ -846,7 +785,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT ); + shader = Shader::New( SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_SHADER_FRAG ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader ); } @@ -857,7 +796,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult 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 = Shader::New( SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_WITH_STYLE_SHADER_FRAG ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader ); } @@ -867,7 +806,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT ); + shader = Shader::New( SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_SHADER_FRAG ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader ); } @@ -877,7 +816,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult 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 = Shader::New( SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_STYLE_SHADER_FRAG ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader ); } @@ -887,7 +826,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); + shader = Shader::New( SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_EMOJI_SHADER_FRAG ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader ); } @@ -897,7 +836,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); + shader = Shader::New( SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI_SHADER_FRAG ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader ); }