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=46cb2a1c2d415885d77d456c0cd60e34e6ffce99;hp=2b5215ac49e337d5390ce3cb67b96d2da59c4680;hb=a827febe27e8131e681c24c255472bbbf097905f;hpb=d26f555fd84d43b0a3e650c66a0e626e841dd9c6 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 2b5215a..46cb2a1 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) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -18,6 +18,9 @@ // CLASS HEADER #include +// EXTERNAL INCLUDES +#include + // INTERNAL HEADER #include #include @@ -27,6 +30,7 @@ #include #include #include +#include namespace Dali { @@ -49,6 +53,8 @@ const char * const HORIZONTAL_ALIGNMENT_PROPERTY( "horizontalAlignment" ); const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" ); const char * const TEXT_COLOR_PROPERTY( "textColor" ); const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" ); +const char * const SHADOW_PROPERTY( "shadow" ); +const char * const UNDERLINE_PROPERTY( "underline" ); const Scripting::StringEnum HORIZONTAL_ALIGNMENT_STRING_TABLE[] = { @@ -90,14 +96,14 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform mediump mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n - uniform mediump vec4 pixelArea; + uniform mediump vec4 pixelArea;\n uniform mediump mat4 uModelMatrix;\n uniform mediump mat4 uViewMatrix;\n uniform mediump mat4 uProjection;\n varying mediump vec2 vTexCoord;\n - \n + //Visual size and offset uniform mediump vec2 offset;\n uniform mediump vec2 size;\n @@ -124,18 +130,34 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( ); const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform mediump vec4 uAtlasRect;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\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 * vec4( mixColor, opacity );\n - }\n + varying mediump vec2 vTexCoord;\n + uniform sampler2D sTexture;\n + uniform sampler2D sStyle;\n + uniform sampler2D sMask;\n + uniform lowp float uHasMultipleTextColors;\n + uniform lowp vec4 uTextColorAnimatable;\n + uniform mediump vec4 uAtlasRect;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float opacity;\n + \n + void main()\n + {\n + mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n + mediump vec4 textTexture = texture2D( sTexture, texCoord );\n + mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n + mediump vec4 maskTexture = texture2D( sMask, texCoord );\n + + // Set the color of non-transparent pixel in text to what it is animated to. + // Markup text with multiple text colors are not animated (but can be supported later on if required). + // Emoji color are not animated. + mediump vec4 textColor = textTexture * textTexture.a;\n + mediump float vstep = step( 0.0001, textColor.a );\n + textColor.rgb = mix( textColor.rgb, uTextColorAnimatable.rgb, vstep * maskTexture.a * ( 1.0 - uHasMultipleTextColors ) );\n + + // Draw the text as overlay above the style + gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n + }\n ); /** @@ -188,6 +210,14 @@ Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey ) { result = Toolkit::TextVisual::Property::ENABLE_MARKUP; } + else if( stringKey == SHADOW_PROPERTY ) + { + result = Toolkit::TextVisual::Property::SHADOW; + } + else if( stringKey == UNDERLINE_PROPERTY ) + { + result = Toolkit::TextVisual::Property::UNDERLINE; + } return result; } @@ -259,6 +289,12 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() ); map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() ); + + GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT ); + map.Insert( Toolkit::TextVisual::Property::SHADOW, value ); + + GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT ); + map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value ); } void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const @@ -274,7 +310,9 @@ void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const TextVisual::TextVisual( VisualFactoryCache& factoryCache ) : Visual::Base( factoryCache ), mController( Text::Controller::New() ), - mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ) + mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ), + mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ), + mRendererUpdateNeeded( false ) { } @@ -326,7 +364,24 @@ void TextVisual::DoSetOnStage( Actor& actor ) mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); - UpdateRenderer( true ); // Renderer needs textures and to be added to control + const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor(); + Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", 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 ) + { + Constraint constraint = Constraint::New( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() ); + constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); + constraint.Apply(); + } + } + + // Renderer needs textures and to be added to control + mRendererUpdateNeeded = true; + + UpdateRenderer(); } void TextVisual::DoSetOffStage( Actor& actor ) @@ -348,7 +403,7 @@ void TextVisual::DoSetOffStage( Actor& actor ) void TextVisual::OnSetTransform() { - UpdateRenderer( false ); + UpdateRenderer(); } void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue ) @@ -423,10 +478,20 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert } break; } + case Toolkit::TextVisual::Property::SHADOW: + { + SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); + break; + } + case Toolkit::TextVisual::Property::UNDERLINE: + { + SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); + break; + } } } -void TextVisual::UpdateRenderer( bool initializeRendererAndTexture ) +void TextVisual::UpdateRenderer() { Actor control = mControl.GetHandle(); if( !control ) @@ -463,8 +528,11 @@ void TextVisual::UpdateRenderer( bool initializeRendererAndTexture ) const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize ); - if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) || initializeRendererAndTexture ) + if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) + || mRendererUpdateNeeded ) { + mRendererUpdateNeeded = false; + // Removes the texture set. RemoveTextureSet(); @@ -477,11 +545,10 @@ void TextVisual::UpdateRenderer( bool initializeRendererAndTexture ) if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) && ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) ) { - PixelData data = mTypesetter->Render( relayoutSize ); - Vector4 atlasRect = FULL_TEXTURE_RECT; - // Texture set not retrieved from Atlas Manager whilst pixel offset visible. + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES ); // 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. @@ -496,20 +563,51 @@ void TextVisual::UpdateRenderer( bool initializeRendererAndTexture ) TextureSet textureSet = TextureSet::New(); textureSet.SetTexture( 0u, texture ); - mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; + // Create a texture for all the text styles (without the text itself) + PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT ); - mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect ); + Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D, + styleData.GetPixelFormat(), + styleData.GetWidth(), + styleData.GetHeight() ); - //Register transform properties - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + styleTexture.Upload( styleData ); + + textureSet.SetTexture( 1u, styleTexture ); + + // Create a texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation + PixelData maskData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_MASK ); - // Filter mode needs to be set to nearest to avoid blurry text. + Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, + styleData.GetPixelFormat(), + styleData.GetWidth(), + styleData.GetHeight() ); + + maskTexture.Upload( maskData ); + + textureSet.SetTexture( 2u, maskTexture ); + + // Filter mode needs to be set to linear to produce better quality while scaling. Sampler sampler = Sampler::New(); - sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST ); + sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); textureSet.SetSampler( 0u, sampler ); + textureSet.SetSampler( 1u, sampler ); + textureSet.SetSampler( 2u, sampler ); mImpl->mRenderer.SetTextures( textureSet ); + mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; + + mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect ); + + // Check whether it is a markup text with multiple text colors + const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors(); + bool hasMultipleTextColors = ( NULL != colorsBuffer ); + mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); + + //Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + control.AddRenderer( mImpl->mRenderer ); // Text rendered and ready to display