/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
// EXTERNAL INCLUDES
#include <dali/devel-api/adaptor-framework/image-loading.h>
-#include <dali/devel-api/adaptor-framework/window-devel.h>
#include <dali/devel-api/images/pixel-data-devel.h>
#include <dali/devel-api/rendering/renderer-devel.h>
+#include <dali/devel-api/rendering/texture-devel.h>
#include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
-#include <dali/public-api/animation/constraints.h>
+#include <dali/integration-api/debug.h>
#include <string.h>
// INTERNAL HEADER
{
namespace
{
+const int CUSTOM_PROPERTY_COUNT(5); // anim,premul,size,offset,multicol
+
const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
/**
} // unnamed namespace
-TextVisualPtr TextVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
+TextVisualPtr TextVisual::New(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory, const Property::Map& properties)
{
- TextVisualPtr textVisualPtr(new TextVisual(factoryCache));
+ TextVisualPtr textVisualPtr(new TextVisual(factoryCache, shaderFactory));
textVisualPtr->SetProperties(properties);
textVisualPtr->Initialize();
return textVisualPtr;
GetBackgroundProperties(mController, value, Text::EffectStyle::DEFAULT);
map.Insert(Toolkit::DevelTextVisual::Property::BACKGROUND, value);
+
+ GetStrikethroughProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::DevelTextVisual::Property::STRIKETHROUGH, value);
}
void TextVisual::DoCreateInstancePropertyMap(Property::Map& map) const
map.Insert(Toolkit::TextVisual::Property::TEXT, text);
}
-TextVisual::TextVisual(VisualFactoryCache& factoryCache)
+void TextVisual::EnablePreMultipliedAlpha(bool preMultiplied)
+{
+ // Make always enable pre multiplied alpha whether preMultiplied value is false.
+ if(!preMultiplied)
+ {
+ DALI_LOG_WARNING("Note : TextVisual cannot disable PreMultipliedAlpha\n");
+ }
+}
+
+TextVisual::TextVisual(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory)
: Visual::Base(factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::TEXT),
mController(Text::Controller::New()),
mTypesetter(Text::Typesetter::New(mController->GetTextModel())),
+ mTextVisualShaderFactory(shaderFactory),
+ mTextShaderFeatureCache(),
mAnimatableTextColorPropertyIndex(Property::INVALID_INDEX),
+ mTextColorAnimatableIndex(Property::INVALID_INDEX),
mRendererUpdateNeeded(false)
{
+ // Enable the pre-multiplied alpha to improve the text quality
+ mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
}
TextVisual::~TextVisual()
void TextVisual::OnInitialize()
{
Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES);
+ Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder());
- mImpl->mRenderer = Renderer::New(geometry, shader);
+ mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
}
void TextVisual::DoSetProperties(const Property::Map& propertyMap)
mImpl->mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
- // Enable the pre-multiplied alpha to improve the text quality
- EnablePreMultipliedAlpha(true);
-
- const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
- Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty("uTextColorAnimatable", defaultColor);
+ const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
+ if(mTextColorAnimatableIndex == Property::INVALID_INDEX)
+ {
+ mTextColorAnimatableIndex = mImpl->mRenderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
+ }
+ else
+ {
+ mImpl->mRenderer.SetProperty(mTextColorAnimatableIndex, defaultColor);
+ }
if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
{
// Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
- if(shaderTextColorIndex != Property::INVALID_INDEX)
+ if(mTextColorAnimatableIndex != Property::INVALID_INDEX)
{
- Constraint colorConstraint = Constraint::New<Vector4>(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();
+ if(!mColorConstraint)
+ {
+ mColorConstraint = Constraint::New<Vector4>(mImpl->mRenderer, mTextColorAnimatableIndex, TextColorConstraint);
+ mColorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ }
+ mColorConstraint.Apply();
}
+
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ if(!mOpacityConstraint)
+ {
+ // VisualRenderer::Property::OPACITY uses same animatable property internally.
+ mOpacityConstraint = Constraint::New<float>(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
+ mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ }
+ mOpacityConstraint.Apply();
}
// Renderer needs textures and to be added to control
mRendererUpdateNeeded = true;
- mRendererList.push_back(mImpl->mRenderer);
-
UpdateRenderer();
}
void TextVisual::DoSetOffScene(Actor& actor)
{
+ if(mColorConstraint)
+ {
+ mColorConstraint.Remove();
+ }
+ if(mOpacityConstraint)
+ {
+ mOpacityConstraint.Remove();
+ }
+
RemoveRenderer(actor);
// Resets the control handle.
SetBackgroundProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
+ case Toolkit::DevelTextVisual::Property::STRIKETHROUGH:
+ {
+ SetStrikethroughProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
+ break;
+ }
}
}
return;
}
- Dali::LayoutDirection::Type layoutDirection;
- if(mController->IsMatchSystemLanguageDirection())
- {
- layoutDirection = static_cast<Dali::LayoutDirection::Type>(DevelWindow::Get(control).GetRootLayer().GetProperty(Dali::Actor::Property::LAYOUT_DIRECTION).Get<int>());
- }
- else
- {
- layoutDirection = static_cast<Dali::LayoutDirection::Type>(control.GetProperty(Dali::Actor::Property::LAYOUT_DIRECTION).Get<int>());
- }
+ Dali::LayoutDirection::Type layoutDirection = mController->GetLayoutDirection(control);
const Text::Controller::UpdateTextType updateTextType = mController->Relayout(relayoutSize, layoutDirection);
shadowEnabled = true;
}
- const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
- const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1);
- const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();
- ;
-
- const bool styleEnabled = (shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled);
+ const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1);
+ const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();
+ const bool markupProcessorEnabled = mController->IsMarkupProcessorEnabled();
+ const bool markupUnderlineEnabled = markupProcessorEnabled && mController->GetTextModel()->IsMarkupUnderlineSet();
+ const bool markupStrikethroughEnabled = markupProcessorEnabled && mController->GetTextModel()->IsMarkupStrikethroughSet();
+ const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled() || markupUnderlineEnabled;
+ const bool strikethroughEnabled = mController->GetTextModel()->IsStrikethroughEnabled() || markupStrikethroughEnabled;
+ const bool styleEnabled = (shadowEnabled || outlineEnabled || backgroundEnabled || markupProcessorEnabled);
+ const bool isOverlayStyle = underlineEnabled || strikethroughEnabled;
- AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled);
+ AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle);
// Text rendered and ready to display
ResourceReady(Toolkit::Visual::ResourceStatus::READY);
textureSet.SetSampler(textureSetIndex, sampler);
}
-PixelData TextVisual::ConvertToPixelData(unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat)
+void TextVisual::AddTilingTexture(TextureSet& textureSet, TilingInfo& tilingInfo, PixelData& data, Sampler& sampler, unsigned int textureSetIndex)
{
- int bpp = Pixel::GetBytesPerPixel(textPixelFormat);
- unsigned int bufferSize = width * height * bpp;
- unsigned char* dstBuffer = static_cast<unsigned char*>(malloc(bufferSize));
- memcpy(dstBuffer, buffer + offsetPosition * bpp, bufferSize);
- PixelData pixelData = Dali::PixelData::New(dstBuffer,
- bufferSize,
- width,
- height,
- textPixelFormat,
- Dali::PixelData::FREE);
- return pixelData;
+ Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D,
+ tilingInfo.textPixelFormat,
+ tilingInfo.width,
+ tilingInfo.height);
+ DevelTexture::UploadSubPixelData(texture, data, 0u, tilingInfo.offsetHeight, tilingInfo.width, tilingInfo.height);
+
+ textureSet.SetTexture(textureSetIndex, texture);
+ textureSet.SetSampler(textureSetIndex, sampler);
}
-void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled)
+void TextVisual::CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler)
{
- TextureSet textureSet = TextureSet::New();
- unsigned int textureSetIndex = 0u;
+ TextureSet textureSet = TextureSet::New();
+ uint32_t textureSetIndex = 0u;
// Convert the buffer to pixel data to make it a texture.
- if(info.textBuffer)
+
+ if(info.textPixelData)
{
- PixelData data = ConvertToPixelData(info.textBuffer, info.width, info.height, info.offsetPosition, info.textPixelFormat);
- AddTexture(textureSet, data, sampler, textureSetIndex);
+ AddTilingTexture(textureSet, info, info.textPixelData, sampler, textureSetIndex);
++textureSetIndex;
}
- if(styleEnabled && info.styleBuffer)
+ if(mTextShaderFeatureCache.IsEnabledStyle() && info.stylePixelData)
{
- PixelData styleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888);
- AddTexture(textureSet, styleData, sampler, textureSetIndex);
+ AddTilingTexture(textureSet, info, info.stylePixelData, sampler, textureSetIndex);
++textureSetIndex;
}
- if(containsColorGlyph && !hasMultipleTextColors && info.maskBuffer)
+ if(mTextShaderFeatureCache.IsEnabledOverlay() && info.overlayStylePixelData)
{
- PixelData maskData = ConvertToPixelData(info.maskBuffer, info.width, info.height, info.offsetPosition, Pixel::L8);
- AddTexture(textureSet, maskData, sampler, textureSetIndex);
+ AddTilingTexture(textureSet, info, info.overlayStylePixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor() && info.maskPixelData)
+ {
+ AddTilingTexture(textureSet, info, info.maskPixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
}
renderer.SetTextures(textureSet);
//Register transform properties
- mImpl->mTransform.RegisterUniforms(renderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(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<float>(hasMultipleTextColors));
+ renderer.SetProperty(VisualRenderer::Property::TRANSFORM_SIZE, Vector2(info.width, info.height));
+ renderer.SetProperty(VisualRenderer::Property::TRANSFORM_OFFSET, info.transformOffset);
renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ renderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(mTextShaderFeatureCache.IsEnabledMultiColor()));
mRendererList.push_back(renderer);
}
-void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled)
+void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle)
{
- Shader shader = GetTextShader(mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled);
+ Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder().EnableMultiColor(hasMultipleTextColors).EnableEmoji(containsColorGlyph).EnableStyle(styleEnabled).EnableOverlay(isOverlayStyle));
mImpl->mRenderer.SetShader(shader);
// Get the maximum size.
// No tiling required. Use the default renderer.
if(size.height < maxTextureSize)
{
- TextureSet textureSet = GetTextTexture(size, hasMultipleTextColors, containsColorGlyph, styleEnabled);
+ TextureSet textureSet = GetTextTexture(size);
mImpl->mRenderer.SetTextures(textureSet);
//Register transform properties
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
mImpl->mRenderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(hasMultipleTextColors));
mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
// Set information for creating textures.
TilingInfo info(verifiedWidth, maxTextureSize, textPixelFormat);
- // Get the buffer of text.
- Dali::DevelPixelData::PixelDataBuffer textPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(data);
- info.textBuffer = textPixelData.buffer;
+ // Get the pixel data of text.
+ info.textPixelData = data;
- if(styleEnabled)
+ if(mTextShaderFeatureCache.IsEnabledStyle())
{
// 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;
+ info.stylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledOverlay())
+ {
+ // Create RGBA texture for all the overlay styles
+ info.overlayStylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
}
- if(containsColorGlyph && !hasMultipleTextColors)
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
{
// 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;
+ info.maskPixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8);
}
// Get the current offset for recalculate the offset when tiling.
Property::Value* offsetValue = retMap.Find(Dali::Toolkit::Visual::Transform::Property::OFFSET);
if(offsetValue)
{
- offsetValue->Get(info.offSet);
+ offsetValue->Get(info.transformOffset);
}
// Create a textureset in the default renderer.
- CreateTextureSet(info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled);
+ CreateTextureSet(info, mImpl->mRenderer, sampler);
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);
+ VisualRenderer tilingRenderer = VisualRenderer::New(geometry, shader);
tilingRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
// New offset position of buffer for tiling.
- info.offsetPosition += offsetPosition;
+ info.offsetHeight += maxTextureSize;
// New height for tiling.
info.height = (verifiedHeight - maxTextureSize) > 0 ? maxTextureSize : verifiedHeight;
// New offset for tiling.
- info.offSet.y += maxTextureSize;
+ info.transformOffset.y += maxTextureSize;
// Create a textureset int the new tiling renderer.
- CreateTextureSet(info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled);
+ CreateTextureSet(info, tilingRenderer, sampler);
verifiedHeight -= maxTextureSize;
}
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+ const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
+
for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
{
Renderer renderer = (*iter);
if(renderer)
{
actor.AddRenderer(renderer);
+
+ if(renderer != mImpl->mRenderer)
+ {
+ // Set constraint for text label's color for non-default renderers.
+ if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
+ {
+ // Register unique property, or get property for default renderer.
+ Property::Index index = renderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
+
+ // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
+ if(index != Property::INVALID_INDEX)
+ {
+ Constraint colorConstraint = Constraint::New<Vector4>(renderer, index, TextColorConstraint);
+ colorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ colorConstraint.Apply();
+ }
+
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ // VisualRenderer::Property::OPACITY uses same animatable property internally.
+ Constraint opacityConstraint = Constraint::New<float>(renderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
+ opacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ opacityConstraint.Apply();
+ }
+ }
}
}
}
-TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled)
+TextureSet TextVisual::GetTextTexture(const Vector2& size)
{
// Filter mode needs to be set to linear to produce better quality while scaling.
Sampler sampler = Sampler::New();
TextureSet textureSet = TextureSet::New();
// Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
- Pixel::Format textPixelFormat = (containsColorGlyph || hasMultipleTextColors) ? Pixel::RGBA8888 : Pixel::L8;
+ Pixel::Format textPixelFormat = (mTextShaderFeatureCache.IsEnabledEmoji() || mTextShaderFeatureCache.IsEnabledMultiColor()) ? 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);
- // 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;
-
+ uint32_t textureSetIndex = 0u;
AddTexture(textureSet, data, sampler, textureSetIndex);
++textureSetIndex;
- if(styleEnabled)
+ if(mTextShaderFeatureCache.IsEnabledStyle())
{
- // Create RGBA texture for all the text styles (without the text itself)
+ // Create RGBA texture for all the text styles that render in the background (without the text itself)
PixelData styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
-
AddTexture(textureSet, styleData, sampler, textureSetIndex);
++textureSetIndex;
}
- if(containsColorGlyph && !hasMultipleTextColors)
+ if(mTextShaderFeatureCache.IsEnabledOverlay())
+ {
+ // Create RGBA texture for overlay styles such as underline and strikethrough (without the text itself)
+ PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
+ AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
{
// 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);
return textureSet;
}
-Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled)
+Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, const TextVisualShaderFeature::FeatureBuilder& featureBuilder)
{
- Shader shader;
-
- 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(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);
- }
- }
- 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(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);
- }
- }
- else if(!hasMultipleTextColors && !containsColorGlyph && !styleEnabled)
- {
- shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT);
- if(!shader)
- {
- 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);
- }
- }
- else if(!hasMultipleTextColors && !containsColorGlyph && styleEnabled)
- {
- shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE);
- if(!shader)
- {
- 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);
- }
- }
- else if(!hasMultipleTextColors && containsColorGlyph && !styleEnabled)
- {
- shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI);
- if(!shader)
- {
- 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);
- }
- }
- else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled )
- {
- shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI);
- if(!shader)
- {
- 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);
- }
- }
+ // Cache feature builder informations.
+ mTextShaderFeatureCache = featureBuilder;
+ Shader shader = mTextVisualShaderFactory.GetShader(factoryCache, mTextShaderFeatureCache);
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
return shader;
}