}\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
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
+ 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
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
);
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 );
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;
}
}
-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 );
}
}