namespace
{
-// Property names.
-const char * const TEXT_PROPERTY( "text" );
+// 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" );
uniform sampler2D sTexture;\n
uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
+ uniform lowp vec4 mixColor;\n
\n
void main()\n
{\n
mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor;\n
+ gl_FragColor = texture2D( sTexture, texCoord ) * uColor * mixColor;\n
}\n
);
mControl = actor;
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
- {
- geometry = VisualFactoryCache::CreateQuadGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY , geometry );
- }
- Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
- mFactoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
+ Shader shader = mFactoryCache.GetShader( VisualFactoryCache::TEXT_SHADER );
+ if( ! shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ mFactoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER, shader );
+ }
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::TEXT );
PixelData data = mTypesetter->Render( relayoutSize );
Vector4 atlasRect = FULL_TEXTURE_RECT;
- TextureSet textureSet = mFactoryCache.GetAtlasManager()->Add( atlasRect, data );
- if( textureSet )
- {
- mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
- }
- else
- {
- // 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 set not retrieved from Atlas Manager whilst pixel offset visible.
- Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
- data.GetPixelFormat(),
- data.GetWidth(),
- data.GetHeight() );
+ // 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.Upload( data );
+ Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ data.GetWidth(),
+ data.GetHeight() );
- textureSet = TextureSet::New();
- textureSet.SetTexture( 0u, texture );
+ texture.Upload( data );
- mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- }
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );