X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.cpp;h=21067451402ec439f26046230e92c313c128447b;hp=a4903c52f8817a62f805e485d272344525bf62ed;hb=c93f6281a8bafc5b7ba5f0dcdad0eb675b8e3436;hpb=e8a0d6cffda02a66a542fe89240fb41bc7c08215 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index a4903c5..2106745 100644 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -23,6 +23,7 @@ #include #include #include +#include #include // INTERNAL HEADER @@ -49,6 +50,8 @@ namespace Internal { 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); /** @@ -145,9 +148,9 @@ void OpacityConstraint(float& current, const PropertyInputContainer& inputs) } // 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; @@ -223,6 +226,9 @@ void TextVisual::DoCreatePropertyMap(Property::Map& map) const 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 @@ -234,14 +240,27 @@ 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() @@ -251,9 +270,10 @@ 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) @@ -288,13 +308,10 @@ void TextVisual::DoSetOnScene(Actor& actor) 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(); if(mTextColorAnimatableIndex == Property::INVALID_INDEX) { - mTextColorAnimatableIndex = mImpl->mRenderer.RegisterProperty("uTextColorAnimatable", defaultColor); + mTextColorAnimatableIndex = mImpl->mRenderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor); } else { @@ -317,6 +334,7 @@ void TextVisual::DoSetOnScene(Actor& actor) // 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(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint); mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex)); } @@ -326,8 +344,6 @@ void TextVisual::DoSetOnScene(Actor& actor) // Renderer needs textures and to be added to control mRendererUpdateNeeded = true; - mRendererList.push_back(mImpl->mRenderer); - UpdateRenderer(); } @@ -460,6 +476,11 @@ void TextVisual::DoSetProperty(Dali::Property::Index index, const Dali::Property SetBackgroundProperties(mController, propertyValue, Text::EffectStyle::DEFAULT); break; } + case Toolkit::DevelTextVisual::Property::STRIKETHROUGH: + { + SetStrikethroughProperties(mController, propertyValue, Text::EffectStyle::DEFAULT); + break; + } } } @@ -545,10 +566,12 @@ void TextVisual::UpdateRenderer() const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1); const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled(); const bool markupProcessorEnabled = mController->IsMarkupProcessorEnabled(); + const bool strikethroughEnabled = mController->GetTextModel()->IsStrikethroughEnabled(); - const bool styleEnabled = (shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled || markupProcessorEnabled); + const bool styleEnabled = (shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled || markupProcessorEnabled || strikethroughEnabled); + 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); @@ -583,12 +606,13 @@ PixelData TextVisual::ConvertToPixelData(unsigned char* buffer, int width, int h return pixelData; } -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; // Convert the buffer to pixel data to make it a texture. + if(info.textBuffer) { PixelData data = ConvertToPixelData(info.textBuffer, info.width, info.height, info.offsetPosition, info.textPixelFormat); @@ -596,14 +620,21 @@ void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& ++textureSetIndex; } - if(styleEnabled && info.styleBuffer) + if(mTextShaderFeatureCache.IsEnabledStyle() && info.styleBuffer) { PixelData styleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888); AddTexture(textureSet, styleData, sampler, textureSetIndex); ++textureSetIndex; } - if(containsColorGlyph && !hasMultipleTextColors && info.maskBuffer) + if(mTextShaderFeatureCache.IsEnabledOverlay() && info.overlayStyleBuffer) + { + PixelData overlayStyleData = ConvertToPixelData(info.overlayStyleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888); + AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex); + ++textureSetIndex; + } + + if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor() && info.maskBuffer) { PixelData maskData = ConvertToPixelData(info.maskBuffer, info.width, info.height, info.offsetPosition, Pixel::L8); AddTexture(textureSet, maskData, sampler, textureSetIndex); @@ -612,24 +643,24 @@ void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& 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(hasMultipleTextColors)); + renderer.SetProperty(VisualRenderer::Property::TRANSFORM_SIZE, Vector2(info.width, info.height)); + renderer.SetProperty(VisualRenderer::Property::TRANSFORM_OFFSET, Vector2(info.offSet.x, info.offSet.y)); renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); + renderer.RegisterProperty("uHasMultipleTextColors", static_cast(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. @@ -638,11 +669,11 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple // 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(hasMultipleTextColors)); mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); @@ -674,7 +705,7 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple Dali::DevelPixelData::PixelDataBuffer textPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(data); info.textBuffer = textPixelData.buffer; - 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); @@ -682,7 +713,15 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple info.styleBuffer = stylePixelData.buffer; } - if(containsColorGlyph && !hasMultipleTextColors) + if(mTextShaderFeatureCache.IsEnabledOverlay()) + { + // Create RGBA texture for all the overlay styles + PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888); + Dali::DevelPixelData::PixelDataBuffer overlayStylePixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(overlayStyleData); + info.overlayStyleBuffer = overlayStylePixelData.buffer; + } + + 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); @@ -700,7 +739,7 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple } // Create a textureset in the default renderer. - CreateTextureSet(info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled); + CreateTextureSet(info, mImpl->mRenderer, sampler); verifiedHeight -= maxTextureSize; @@ -710,7 +749,7 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple // 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; @@ -719,7 +758,7 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple // New offset for tiling. info.offSet.y += maxTextureSize; // Create a textureset int the new tiling renderer. - CreateTextureSet(info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled); + CreateTextureSet(info, tilingRenderer, sampler); verifiedHeight -= maxTextureSize; } @@ -727,17 +766,43 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple 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(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(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(); @@ -746,7 +811,7 @@ TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextC 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(); @@ -757,20 +822,26 @@ TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextC // 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; - 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); @@ -781,73 +852,13 @@ TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextC 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; }