X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.cpp;h=7729bb79e5fefaadeb0679990de058411f8d121a;hb=refs%2Fchanges%2F91%2F170491%2F7;hp=ca3d2969b03c14025cfd2fe917f9ffcc9ca4ce60;hpb=71f0932efe2c993f7866949767019d170ced9938;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 ca3d296..7729bb7 100755 --- 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 #include // INTERNAL HEADER @@ -109,21 +110,15 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER( 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(); + gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, 1.0 ); }\n ); @@ -133,21 +128,15 @@ const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER( 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(); + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 ); }\n ); @@ -159,14 +148,8 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( 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 @@ -174,7 +157,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( 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 + gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -185,14 +168,8 @@ const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( 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 @@ -201,7 +178,7 @@ const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( 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 + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -213,14 +190,8 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( 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 @@ -234,7 +205,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( 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 + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -248,14 +219,8 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS 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 @@ -270,7 +235,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS 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 + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -344,6 +309,11 @@ Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey ) return result; } +void OpacityConstraint( float& current, const PropertyInputContainer& inputs ) +{ + current = inputs[0]->GetVector4().a; +} + } // unnamed namespace TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) @@ -495,9 +465,13 @@ 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, EqualToConstraint() ); + colorConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); + colorConstraint.Apply(); + + Constraint opacityConstraint = Constraint::New< float >( mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint ); + opacityConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); + opacityConstraint.Apply(); } } @@ -685,17 +659,21 @@ void TextVisual::UpdateRenderer() const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors(); bool hasMultipleTextColors = ( NULL != colorsBuffer ); - // Check whether the text contains any emoji - bool containsEmoji = false; + // Check whether the text contains any color glyph + bool containsColorGlyph = false; - Text::ScriptRunIndex numberOfScripts = mController->GetTextModel()->GetNumberOfScripts(); - const Text::ScriptRun* scripts = mController->GetTextModel()->GetScriptRuns(); - for ( Text::ScriptRunIndex scriptIndex = 0u; scriptIndex < numberOfScripts; scriptIndex++ ) + TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get(); + const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs(); + const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs(); + for ( Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++ ) { - const Text::ScriptRun& scriptRun = *( scripts + scriptIndex ); - if( TextAbstraction::EMOJI == scriptRun.script ) + // Retrieve the glyph's info. + const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex; + + // Whether the current glyph is a color one. + if( fontClient.IsColorGlyph( glyphInfo->fontId, glyphInfo->index ) ) { - containsEmoji = true; + containsColorGlyph = true; break; } } @@ -715,10 +693,10 @@ void TextVisual::UpdateRenderer() const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled ); - TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsEmoji, styleEnabled ); + TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled ); mImpl->mRenderer.SetTextures( textureSet ); - Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsEmoji, styleEnabled ); + Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled ); mImpl->mRenderer.SetShader(shader); mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; @@ -759,7 +737,7 @@ void TextVisual::RemoveTextureSet() } } -TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ) +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. Sampler sampler = Sampler::New(); @@ -768,7 +746,7 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText 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; + Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8; // Check the text direction Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection(); @@ -805,7 +783,7 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText textureSet.SetSampler( 1u, sampler ); } - if ( containsEmoji && !hasMultipleTextColors ) + 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 ); @@ -832,7 +810,7 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText return textureSet; } -Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ) +Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) { Shader shader; @@ -858,7 +836,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader ); } } - else if( !hasMultipleTextColors && !containsEmoji && !styleEnabled ) + else if( !hasMultipleTextColors && !containsColorGlyph && !styleEnabled ) { shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT ); if( !shader ) @@ -868,7 +846,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader ); } } - else if( !hasMultipleTextColors && !containsEmoji && styleEnabled ) + else if( !hasMultipleTextColors && !containsColorGlyph && styleEnabled ) { shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE ); if( !shader ) @@ -878,7 +856,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader ); } } - else if( !hasMultipleTextColors && containsEmoji && !styleEnabled ) + else if( !hasMultipleTextColors && containsColorGlyph && !styleEnabled ) { shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); if( !shader ) @@ -888,7 +866,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader ); } } - else // if( !hasMultipleTextColors && containsEmoji && styleEnabled ) + else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled ) { shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); if( !shader )