X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftext%2Ftext-scroller.cpp;h=22f115692a3917c74e39d7ef4da4fee290a82e4b;hp=f421cf7e32759714a57b531fdba5a93d240cbed1;hb=73eaac8af8efb9ac721db3fcf3c71a7a3115282a;hpb=f22d66972ab2939d6e8135bc938294f494e15ef6 diff --git a/dali-toolkit/internal/text/text-scroller.cpp b/dali-toolkit/internal/text/text-scroller.cpp index f421cf7..22f1156 100644 --- a/dali-toolkit/internal/text/text-scroller.cpp +++ b/dali-toolkit/internal/text/text-scroller.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2018 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -19,7 +19,6 @@ #include // EXTERNAL INCLUDES -#include #include // INTERNAL INCLUDES @@ -50,9 +49,7 @@ const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER( uniform mediump float uHorizontalAlign;\n uniform mediump float uVerticalAlign;\n \n - uniform mediump mat4 uModelMatrix;\n - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat4 uProjection;\n + uniform highp mat4 uMvpMatrix;\n \n //Visual size and offset uniform mediump vec2 offset;\n @@ -71,7 +68,7 @@ const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER( \n mediump vec4 vertexPosition = vec4( floor( ( aPosition + anchorPoint ) * visualSize + ( visualOffset + origin ) * uSize.xy ), 0.0, 1.0 );\n \n - gl_Position = uProjection * uViewMatrix * uModelMatrix * vertexPosition;\n + gl_Position = uMvpMatrix * vertexPosition;\n }\n ); @@ -80,7 +77,6 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n \n void main()\n {\n @@ -88,7 +84,6 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( discard;\n \n mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n - textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n \n gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 ); }\n @@ -305,11 +300,11 @@ void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, T DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign ); - scrollingTextActor.RegisterProperty( "uTextureSize", textureSize ); - scrollingTextActor.RegisterProperty( "uHorizontalAlign", horizontalAlign ); - scrollingTextActor.RegisterProperty( "uVerticalAlign", verticalAlign ); - scrollingTextActor.RegisterProperty( "uGap", wrapGap ); - mScrollDeltaIndex = scrollingTextActor.RegisterProperty( "uDelta", 0.0f ); + shader.RegisterProperty( "uTextureSize", textureSize ); + shader.RegisterProperty( "uHorizontalAlign", horizontalAlign ); + shader.RegisterProperty( "uVerticalAlign", verticalAlign ); + shader.RegisterProperty( "uGap", wrapGap ); + mScrollDeltaIndex = shader.RegisterProperty( "uDelta", 0.0f ); float scrollAmount = std::max( textureSize.width, controlSize.width ); float scrollDuration = scrollAmount / mScrollSpeed; @@ -340,9 +335,10 @@ void TextScroller::StartScrolling( Actor scrollingTextActor, float scrollAmount, { DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::StartScrolling scrollAmount[%f] scrollDuration[%f], loop[%d] speed[%d]\n", scrollAmount, scrollDuration, loopCount, mScrollSpeed ); + Shader shader = mRenderer.GetShader(); mScrollAnimation = Animation::New( scrollDuration ); - mScrollAnimation.AnimateTo( Property( scrollingTextActor, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) ); - mScrollAnimation.SetEndAction( Animation::Discard ); + mScrollAnimation.AnimateTo( Property( shader, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) ); + mScrollAnimation.SetEndAction( Animation::DISCARD ); mScrollAnimation.SetLoopCount( loopCount ); mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished ); mScrollAnimation.Play();