/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
namespace
{
-
const char* const ENABLE_EXTENSION_PREFIX =
-"#extension GL_OES_standard_derivatives : enable\n"
-"precision highp float;\n"
-"precision highp int;\n";
+ "#extension GL_OES_standard_derivatives : enable\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
const char* const VERTEX_SHADER_MAIN =
-"uniform mediump mat4 uProjection;\n"
-"uniform mediump mat4 uModelView;\n"
-"uniform mediump mat4 uMvpMatrix;\n"
-"uniform bool uTextureMapped;\n"
-"uniform mediump vec4 uCustomTextureCoords;\n"
-"attribute highp vec2 aTexCoord;\n"
-"varying mediump vec2 vTexCoord;\n"
-"uniform mat3 uModelViewIT;\n"
-"attribute mediump vec3 aNormal;\n"
-"varying mediump vec3 vNormal;\n"
-"attribute mediump vec2 aPosition;\n"
-"varying mediump vec4 vVertex;\n"
-"attribute mediump vec4 aColor;\n"
-"varying mediump vec4 vColor;\n"
-"varying vec4 v_glyph;\n"
-"\n"
-"vec4\n"
-"glyph_vertex_transcode (vec2 v)\n"
-"{\n"
-" ivec2 g = ivec2 (v);\n"
-" ivec2 corner = ivec2 (mod (v, 2.));\n"
-" g /= 2;\n"
-" ivec2 nominal_size = ivec2 (mod (vec2(g), 64.));\n"
-" return vec4 (corner * nominal_size, g * 4);\n"
-"}\n"
-"\n"
-"void\n"
-"main()\n"
-"{\n"
-" gl_Position = uMvpMatrix * vec4 (aPosition, 0.0, 1.0);\n"
-" v_glyph = glyph_vertex_transcode (aTexCoord);\n"
-" vColor = aColor;\n"
-"}\n"
-;
+ "uniform mediump mat4 uProjection;\n"
+ "uniform mediump mat4 uModelView;\n"
+ "uniform mediump mat4 uMvpMatrix;\n"
+ "uniform bool uTextureMapped;\n"
+ "uniform mediump vec4 uCustomTextureCoords;\n"
+ "attribute highp vec2 aTexCoord;\n"
+ "varying mediump vec2 vTexCoord;\n"
+ "uniform mat3 uModelViewIT;\n"
+ "attribute mediump vec3 aNormal;\n"
+ "varying mediump vec3 vNormal;\n"
+ "attribute mediump vec2 aPosition;\n"
+ "varying mediump vec4 vVertex;\n"
+ "attribute mediump vec4 aColor;\n"
+ "varying mediump vec4 vColor;\n"
+ "varying vec4 v_glyph;\n"
+ "\n"
+ "vec4\n"
+ "glyph_vertex_transcode (vec2 v)\n"
+ "{\n"
+ " ivec2 g = ivec2 (v);\n"
+ " ivec2 corner = ivec2 (mod (v, 2.));\n"
+ " g /= 2;\n"
+ " ivec2 nominal_size = ivec2 (mod (vec2(g), 64.));\n"
+ " return vec4 (corner * nominal_size, g * 4);\n"
+ "}\n"
+ "\n"
+ "void\n"
+ "main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * vec4 (aPosition, 0.0, 1.0);\n"
+ " v_glyph = glyph_vertex_transcode (aTexCoord);\n"
+ " vColor = aColor;\n"
+ "}\n";
const char* const FRAGMENT_SHADER_PREFIX =
-"struct Material\n"
-"{\n"
-" mediump float mOpacity;\n"
-" mediump float mShininess;\n"
-" lowp vec4 mAmbient;\n"
-" lowp vec4 mDiffuse;\n"
-" lowp vec4 mSpecular;\n"
-" lowp vec4 mEmissive;\n"
-"};\n"
-"uniform sampler2D sTexture;\n"
-"uniform sampler2D sOpacityTexture;\n"
-"uniform sampler2D sNormalMapTexture;\n"
-"uniform sampler2D sEffect;\n"
-"varying mediump vec2 vTexCoord;\n"
-"uniform Material uMaterial;\n"
-"uniform lowp vec4 uColor;\n"
-"varying highp vec4 vVertex;\n"
-"varying highp vec3 vNormal;\n"
-"varying mediump vec4 vColor;\n"
-"uniform vec4 u_atlas_info;\n"
-"\n"
-"#define GLYPHY_TEXTURE1D_EXTRA_DECLS , sampler2D _tex, ivec4 _atlas_info, ivec2 _atlas_pos\n"
-"#define GLYPHY_TEXTURE1D_EXTRA_ARGS , _tex, _atlas_info, _atlas_pos\n"
-"#define GLYPHY_DEMO_EXTRA_ARGS , sTexture, uu_atlas_info, gi.atlas_pos\n"
-"\n"
-"vec4\n"
-"glyphy_texture1D_func (int offset GLYPHY_TEXTURE1D_EXTRA_DECLS)\n"
-"{\n"
-" ivec2 item_geom = _atlas_info.zw;\n"
-" vec2 pos = (vec2 (_atlas_pos.xy * item_geom +\n"
-" ivec2 (mod (float (offset), float (item_geom.x)), offset / item_geom.x)) +\n"
-" + vec2 (.5, .5)) / vec2(_atlas_info.xy);\n"
-" return texture2D (_tex, pos);\n"
-"}\n"
-;
+ "struct Material\n"
+ "{\n"
+ " mediump float mOpacity;\n"
+ " mediump float mShininess;\n"
+ " lowp vec4 mAmbient;\n"
+ " lowp vec4 mDiffuse;\n"
+ " lowp vec4 mSpecular;\n"
+ " lowp vec4 mEmissive;\n"
+ "};\n"
+ "uniform sampler2D sTexture;\n"
+ "uniform sampler2D sOpacityTexture;\n"
+ "uniform sampler2D sNormalMapTexture;\n"
+ "uniform sampler2D sEffect;\n"
+ "varying mediump vec2 vTexCoord;\n"
+ "uniform Material uMaterial;\n"
+ "uniform lowp vec4 uColor;\n"
+ "varying highp vec4 vVertex;\n"
+ "varying highp vec3 vNormal;\n"
+ "varying mediump vec4 vColor;\n"
+ "uniform vec4 u_atlas_info;\n"
+ "\n"
+ "#define GLYPHY_TEXTURE1D_EXTRA_DECLS , sampler2D _tex, ivec4 _atlas_info, ivec2 _atlas_pos\n"
+ "#define GLYPHY_TEXTURE1D_EXTRA_ARGS , _tex, _atlas_info, _atlas_pos\n"
+ "#define GLYPHY_DEMO_EXTRA_ARGS , sTexture, uu_atlas_info, gi.atlas_pos\n"
+ "\n"
+ "vec4\n"
+ "glyphy_texture1D_func (int offset GLYPHY_TEXTURE1D_EXTRA_DECLS)\n"
+ "{\n"
+ " ivec2 item_geom = _atlas_info.zw;\n"
+ " vec2 pos = (vec2 (_atlas_pos.xy * item_geom +\n"
+ " ivec2 (mod (float (offset), float (item_geom.x)), offset / item_geom.x)) +\n"
+ " + vec2 (.5, .5)) / vec2(_atlas_info.xy);\n"
+ " return texture2D (_tex, pos);\n"
+ "}\n";
static const char* FRAGMENT_SHADER_MAIN =
-"uniform float u_contrast;\n"
-"uniform float u_gamma_adjust;\n"
-"uniform float u_outline_thickness;\n"
-"uniform float u_outline;\n"
-"uniform float u_boldness;\n"
-"\n"
-"varying vec4 v_glyph;\n"
-"\n"
-"\n"
-"#define SQRT2_2 0.70711 /* 1 / sqrt(2.) */\n"
-"#define SQRT2 1.41421\n"
-"\n"
-"struct glyph_info_t {\n"
-" ivec2 nominal_size;\n"
-" ivec2 atlas_pos;\n"
-"};\n"
-"\n"
-"glyph_info_t\n"
-"glyph_info_decode (vec4 v)\n"
-"{\n"
-" glyph_info_t gi;\n"
-" gi.nominal_size = (ivec2 (mod (v.zw, 256.)) + 2) / 4;\n"
-" gi.atlas_pos = ivec2 (v_glyph.zw) / 256;\n"
-" return gi;\n"
-"}\n"
-"\n"
-"\n"
-"float\n"
-"antialias (float d)\n"
-"{\n"
-" return smoothstep (-.75, +.75, d);\n"
-"}\n"
-"\n"
-"vec4\n"
-"source_over (const vec4 src, const vec4 dst)\n"
-"{\n"
-" // http://dev.w3.org/fxtf/compositing-1/#porterduffcompositingoperators_srcover\n"
-" float alpha = src.a + (dst.a * (1. - src.a));\n"
-" return vec4 (((src.rgb * src.a) + (dst.rgb * dst.a * (1. - src.a))) / alpha, alpha);\n"
-"}\n"
-"\n"
-"void\n"
-"main()\n"
-"{\n"
-" vec2 p = v_glyph.xy;\n"
-" glyph_info_t gi = glyph_info_decode (v_glyph);\n"
-"\n"
-" /* isotropic antialiasing */\n"
-" vec2 dpdx = dFdx (p);\n"
-" vec2 dpdy = dFdy (p);\n"
-" float m = length (vec2 (length (dpdx), length (dpdy))) * SQRT2_2;\n"
-"\n"
-" vec4 color = vec4( vColor.rgb * uColor.rgb, vColor.a * uColor.a );\n"
-"\n"
-" ivec4 uu_atlas_info = ivec4( u_atlas_info );"
-" float gsdist = glyphy_sdf (p, gi.nominal_size GLYPHY_DEMO_EXTRA_ARGS);\n"
-" float sdist = gsdist / m * u_contrast;\n"
-"\n"
-" sdist -= u_boldness * 10.;\n"
-" if ( glyphy_iszero( u_outline ) )\n"
-" sdist = abs (sdist) - u_outline_thickness * .5;\n"
-" if (sdist > 1.)\n"
-" discard;\n"
-" float alpha = antialias (-sdist);\n"
-" if (u_gamma_adjust != 1.)\n"
-" alpha = pow (alpha, 1./u_gamma_adjust);\n"
-" color = vec4 (color.rgb,color.a * alpha);\n"
-"\n"
-" gl_FragColor = color;\n"
-"}\n"
-;
+ "uniform float u_contrast;\n"
+ "uniform float u_gamma_adjust;\n"
+ "uniform float u_outline_thickness;\n"
+ "uniform float u_outline;\n"
+ "uniform float u_boldness;\n"
+ "\n"
+ "varying vec4 v_glyph;\n"
+ "\n"
+ "\n"
+ "#define SQRT2_2 0.70711 /* 1 / sqrt(2.) */\n"
+ "#define SQRT2 1.41421\n"
+ "\n"
+ "struct glyph_info_t {\n"
+ " ivec2 nominal_size;\n"
+ " ivec2 atlas_pos;\n"
+ "};\n"
+ "\n"
+ "glyph_info_t\n"
+ "glyph_info_decode (vec4 v)\n"
+ "{\n"
+ " glyph_info_t gi;\n"
+ " gi.nominal_size = (ivec2 (mod (v.zw, 256.)) + 2) / 4;\n"
+ " gi.atlas_pos = ivec2 (v_glyph.zw) / 256;\n"
+ " return gi;\n"
+ "}\n"
+ "\n"
+ "\n"
+ "float\n"
+ "antialias (float d)\n"
+ "{\n"
+ " return smoothstep (-.75, +.75, d);\n"
+ "}\n"
+ "\n"
+ "vec4\n"
+ "source_over (const vec4 src, const vec4 dst)\n"
+ "{\n"
+ " // http://dev.w3.org/fxtf/compositing-1/#porterduffcompositingoperators_srcover\n"
+ " float alpha = src.a + (dst.a * (1. - src.a));\n"
+ " return vec4 (((src.rgb * src.a) + (dst.rgb * dst.a * (1. - src.a))) / alpha, alpha);\n"
+ "}\n"
+ "\n"
+ "void\n"
+ "main()\n"
+ "{\n"
+ " vec2 p = v_glyph.xy;\n"
+ " glyph_info_t gi = glyph_info_decode (v_glyph);\n"
+ "\n"
+ " /* isotropic antialiasing */\n"
+ " vec2 dpdx = dFdx (p);\n"
+ " vec2 dpdy = dFdy (p);\n"
+ " float m = length (vec2 (length (dpdx), length (dpdy))) * SQRT2_2;\n"
+ "\n"
+ " vec4 color = vec4( vColor.rgb * uColor.rgb, vColor.a * uColor.a );\n"
+ "\n"
+ " ivec4 uu_atlas_info = ivec4( u_atlas_info );"
+ " float gsdist = glyphy_sdf (p, gi.nominal_size GLYPHY_DEMO_EXTRA_ARGS);\n"
+ " float sdist = gsdist / m * u_contrast;\n"
+ "\n"
+ " sdist -= u_boldness * 10.;\n"
+ " if ( glyphy_iszero( u_outline ) )\n"
+ " sdist = abs (sdist) - u_outline_thickness * .5;\n"
+ " if (sdist > 1.)\n"
+ " discard;\n"
+ " float alpha = antialias (-sdist);\n"
+ " if (u_gamma_adjust != 1.)\n"
+ " alpha = pow (alpha, 1./u_gamma_adjust);\n"
+ " color = vec4 (color.rgb,color.a * alpha);\n"
+ "\n"
+ " gl_FragColor = color;\n"
+ "}\n";
} // namespace
namespace Dali
{
-
namespace Toolkit
{
-
namespace Text
{
-
GlyphyShader::GlyphyShader()
{
}
-GlyphyShader::GlyphyShader( Shader handle )
-: Shader( handle )
+GlyphyShader::GlyphyShader(Shader handle)
+: Shader(handle)
{
}
{
}
-GlyphyShader GlyphyShader::New( const Dali::Vector4& atlasInfo )
+GlyphyShader GlyphyShader::New(const Dali::Vector4& atlasInfo)
{
std::ostringstream vertexShaderStringStream;
std::ostringstream fragmentShaderStringStream;
<< glyphy_sdf_glsl
<< FRAGMENT_SHADER_MAIN;
- Shader shaderEffectCustom = Shader::New( vertexShaderStringStream.str(),
- fragmentShaderStringStream.str(),
- Shader::Hint::OUTPUT_IS_TRANSPARENT );
+ Shader shaderEffectCustom = Shader::New(vertexShaderStringStream.str(),
+ fragmentShaderStringStream.str(),
+ Shader::Hint::OUTPUT_IS_TRANSPARENT);
- GlyphyShader handle( shaderEffectCustom );
+ GlyphyShader handle(shaderEffectCustom);
- handle.RegisterProperty( "u_atlas_info", atlasInfo );
- handle.RegisterProperty( "u_contrast", 1.f );
- handle.RegisterProperty( "u_gamma_adjust", 1.f );
- handle.RegisterProperty( "u_outline_thickness", 1.f );
- handle.RegisterProperty( "u_outline", 1.f );
- handle.RegisterProperty( "u_boldness", 0.f );
+ handle.RegisterProperty("u_atlas_info", atlasInfo);
+ handle.RegisterProperty("u_contrast", 1.f);
+ handle.RegisterProperty("u_gamma_adjust", 1.f);
+ handle.RegisterProperty("u_outline_thickness", 1.f);
+ handle.RegisterProperty("u_outline", 1.f);
+ handle.RegisterProperty("u_boldness", 0.f);
return handle;
}