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=7ce455e6665eca6c3169e5ddc6aceb7a501f90fb;hp=46cb2a1c2d415885d77d456c0cd60e34e6ffce99;hb=723acb540264b5f3bfc98ec3284891aa58d765c4;hpb=f5e86ed8fd10a19aaeac4be8703887ffa24fcf7f diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 46cb2a1..7ce455e 100644 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -18,9 +18,6 @@ // CLASS HEADER #include -// EXTERNAL INCLUDES -#include - // INTERNAL HEADER #include #include @@ -30,7 +27,6 @@ #include #include #include -#include namespace Dali { @@ -53,8 +49,6 @@ 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[] = { @@ -96,14 +90,14 @@ 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;\n + uniform mediump vec4 pixelArea; 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 @@ -130,34 +124,18 @@ 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 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 + 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 ); /** @@ -210,14 +188,6 @@ 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; } @@ -289,12 +259,6 @@ 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 @@ -310,9 +274,7 @@ void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const TextVisual::TextVisual( VisualFactoryCache& factoryCache ) : Visual::Base( factoryCache ), mController( Text::Controller::New() ), - mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ), - mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ), - mRendererUpdateNeeded( false ) + mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ) { } @@ -364,24 +326,7 @@ void TextVisual::DoSetOnStage( Actor& actor ) mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); - 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(); + UpdateRenderer( true ); // Renderer needs textures and to be added to control } void TextVisual::DoSetOffStage( Actor& actor ) @@ -403,7 +348,7 @@ void TextVisual::DoSetOffStage( Actor& actor ) void TextVisual::OnSetTransform() { - UpdateRenderer(); + UpdateRenderer( false ); } void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue ) @@ -478,20 +423,10 @@ 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() +void TextVisual::UpdateRenderer( bool initializeRendererAndTexture ) { Actor control = mControl.GetHandle(); if( !control ) @@ -528,11 +463,8 @@ void TextVisual::UpdateRenderer() const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize ); - if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) - || mRendererUpdateNeeded ) + if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) || initializeRendererAndTexture ) { - mRendererUpdateNeeded = false; - // Removes the texture set. RemoveTextureSet(); @@ -545,10 +477,11 @@ void TextVisual::UpdateRenderer() if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) && ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) ) { + PixelData data = mTypesetter->Render( relayoutSize ); + Vector4 atlasRect = FULL_TEXTURE_RECT; - // Create a texture for the text without any styles - PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES ); + // Texture set not retrieved from Atlas Manager whilst pixel offset visible. // 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. @@ -563,51 +496,20 @@ void TextVisual::UpdateRenderer() TextureSet textureSet = TextureSet::New(); textureSet.SetTexture( 0u, texture ); - // Create a texture for all the text styles (without the text itself) - PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT ); - - Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D, - styleData.GetPixelFormat(), - styleData.GetWidth(), - styleData.GetHeight() ); - - 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 ); - - Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, - styleData.GetPixelFormat(), - styleData.GetWidth(), - styleData.GetHeight() ); + mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; - maskTexture.Upload( maskData ); + mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect ); - textureSet.SetTexture( 2u, maskTexture ); + //Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); - // Filter mode needs to be set to linear to produce better quality while scaling. + // Filter mode needs to be set to nearest to avoid blurry text. Sampler sampler = Sampler::New(); - sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); + sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST ); 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