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=b8edc7a42441aa30efdf6d6d4f57a2c0cd14b961;hp=e894d2b37403ecf39c76e49670b71fca0880a084;hb=cdac11c27bab99068abd2ecabb1c54645b2f90a9;hpb=f22d66972ab2939d6e8135bc938294f494e15ef6 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index e894d2b..b8edc7a 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -109,7 +109,6 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER( uniform lowp vec4 uTextColorAnimatable;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n \n void main()\n {\n @@ -125,12 +124,10 @@ const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = 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 mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n - textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 ); }\n @@ -143,7 +140,6 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( uniform lowp vec4 uTextColorAnimatable;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n \n void main()\n {\n @@ -151,7 +147,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n // Draw the text as overlay above the style - gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n + gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - uTextColorAnimatable.a * textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -161,13 +157,11 @@ const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( uniform sampler2D sStyle;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n \n void main()\n {\n mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n - textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n // Draw the text as overlay above the style gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n @@ -181,7 +175,6 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( uniform lowp vec4 uTextColorAnimatable;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n \n void main()\n {\n @@ -192,7 +185,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( // Markup text with multiple text colors are not animated (but can be supported later on if required). // Emoji color are not animated. mediump float vstep = step( 0.0001, textTexture.a );\n - textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n + textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n // Draw the text as overlay above the style gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n @@ -208,7 +201,6 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS uniform lowp vec4 uTextColorAnimatable;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n \n void main()\n {\n @@ -220,7 +212,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS // Markup text with multiple text colors are not animated (but can be supported later on if required). // Emoji color are not animated. mediump float vstep = step( 0.0001, textTexture.a );\n - textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n + textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) );\n // Draw the text as overlay above the style gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n @@ -297,9 +289,26 @@ Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey ) return result; } +void TextColorConstraint( Vector4& current, const PropertyInputContainer& inputs ) +{ + Vector4 color = inputs[0]->GetVector4(); + current.r = color.r * color.a; + current.g = color.g * color.a; + current.b = color.b * color.a; + current.a = color.a; +} + void OpacityConstraint( float& current, const PropertyInputContainer& inputs ) { - current = inputs[0]->GetVector4().a; + // Make zero if the alpha value of text color is zero to skip rendering text + if( EqualsZero( inputs[0]->GetVector4().a ) ) + { + current = 0.0f; + } + else + { + current = 1.0f; + } } } // unnamed namespace @@ -453,10 +462,11 @@ void TextVisual::DoSetOnStage( Actor& actor ) // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer. if( shaderTextColorIndex != Property::INVALID_INDEX ) { - Constraint colorConstraint = Constraint::New( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() ); + Constraint colorConstraint = Constraint::New( mImpl->mRenderer, shaderTextColorIndex, TextColorConstraint ); colorConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); colorConstraint.Apply(); + // Make zero if the alpha value of text color is zero to skip rendering text Constraint opacityConstraint = Constraint::New< float >( mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint ); opacityConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); opacityConstraint.Apply();