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=c90c7274e79f91ed94a9f632b60a3d5415be75f3;hp=473abf58dab26c1db727645064e998ba7323e420;hb=5c827a7125b3c0420ba39766cbbcb0ee3eb8fccf;hpb=95bc87993608242c8eaff49551ae85b4b78c4de7 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 473abf5..c90c727 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 +18,10 @@ // CLASS HEADER #include +// EXTERNAL INCLUDES +#include +#include + // INTERNAL HEADER #include #include @@ -27,6 +31,8 @@ #include #include #include +#include +#include namespace Dali { @@ -49,6 +55,8 @@ 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[] = { @@ -74,7 +82,11 @@ std::string GetHorizontalAlignment( Toolkit::Text::Layout::HorizontalAlignment a HORIZONTAL_ALIGNMENT_STRING_TABLE, HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT ); - return std::string( name ); + if( name ) + { + return std::string( name ); + } + return std::string(); } std::string GetVerticalAlignment( Toolkit::Text::Layout::VerticalAlignment alignment ) @@ -83,21 +95,25 @@ std::string GetVerticalAlignment( Toolkit::Text::Layout::VerticalAlignment align VERTICAL_ALIGNMENT_STRING_TABLE, VERTICAL_ALIGNMENT_STRING_TABLE_COUNT ); - return std::string( name ); + if( name ) + { + return std::string( name ); + } + return std::string(); } 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 @@ -123,19 +139,54 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( }\n ); -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 +const char* FRAGMENT_SHADER_ATLAS_CLAMP_RGBA = 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 +); + +const char* FRAGMENT_SHADER_ATLAS_CLAMP_L8 = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + uniform sampler2D sTexture;\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 float textTexture = texture2D( sTexture, texCoord ).r;\n + + // Set the color of the text to what it is animated to. + gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, opacity );\n + }\n ); /** @@ -188,6 +239,14 @@ 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; } @@ -248,7 +307,7 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT ); map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value ); - map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultPointSize() ); + map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ) ); map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() ); @@ -259,6 +318,12 @@ 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 +339,9 @@ 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 ) { } @@ -313,20 +380,29 @@ void TextVisual::DoSetOnStage( Actor& actor ) mControl = actor; Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); + Shader shader = GetTextShader(mFactoryCache, true); - Shader shader = mFactoryCache.GetShader( VisualFactoryCache::TEXT_SHADER ); - if( ! shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + mImpl->mRenderer = Renderer::New( geometry, shader ); + mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); - mFactoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER, shader ); + 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(); + } } - mImpl->mRenderer = Renderer::New( geometry, shader ); - mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); + // Renderer needs textures and to be added to control + mRendererUpdateNeeded = true; - UpdateRenderer( true ); // Renderer needs textures and to be added to control + UpdateRenderer(); } void TextVisual::DoSetOffStage( Actor& actor ) @@ -348,7 +424,7 @@ void TextVisual::DoSetOffStage( Actor& actor ) void TextVisual::OnSetTransform() { - UpdateRenderer( false ); + UpdateRenderer(); } void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue ) @@ -379,9 +455,9 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert case Toolkit::TextVisual::Property::POINT_SIZE: { const float pointSize = propertyValue.Get(); - if( !Equals( mController->GetDefaultPointSize(), pointSize ) ) + if( !Equals( mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ), pointSize ) ) { - mController->SetDefaultPointSize( pointSize ); + mController->SetDefaultFontSize( pointSize, Text::Controller::POINT_SIZE ); } break; } @@ -423,10 +499,20 @@ 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 ) @@ -457,13 +543,17 @@ void TextVisual::UpdateRenderer( bool initializeRendererAndTexture ) } // Nothing else to do if the relayout size is zero. + ResourceReady(); return; } 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(); @@ -476,39 +566,133 @@ void TextVisual::UpdateRenderer( bool initializeRendererAndTexture ) if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) && ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) ) { - PixelData data = mTypesetter->Render( relayoutSize ); + // Check whether it is a markup text with multiple text colors + const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors(); + bool hasMultipleTextColors = ( NULL != colorsBuffer ); - Vector4 atlasRect = FULL_TEXTURE_RECT; + // Check whether the text contains any emoji + bool containsEmoji = false; + + Text::ScriptRunIndex numberOfScripts = mController->GetTextModel()->GetNumberOfScripts(); + const Text::ScriptRun* scripts = mController->GetTextModel()->GetScriptRuns(); + for ( Text::ScriptRunIndex scriptIndex = 0u; scriptIndex < numberOfScripts; scriptIndex++ ) + { + const Text::ScriptRun& scriptRun = *( scripts + scriptIndex ); + if( TextAbstraction::EMOJI == scriptRun.script ) + { + containsEmoji = true; + break; + } + } + + // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.) + bool shadowEnabled = false; + const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset(); + if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 ) + { + shadowEnabled = true; + } + + const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled(); + + if ( hasMultipleTextColors || containsEmoji || shadowEnabled || underlineEnabled ) + { + // Create RGBA textures if the text contains emojis or styles or multiple text colors + + // 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. + + Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, + data.GetPixelFormat(), + data.GetWidth(), + data.GetHeight() ); + + texture.Upload( data ); + + TextureSet textureSet = TextureSet::New(); + textureSet.SetTexture( 0u, texture ); - // Texture set not retrieved from Atlas Manager whilst pixel offset visible. + // Create a texture for all the text styles (without the text itself) + PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT ); - // 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. + 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() ); + + maskTexture.Upload( maskData ); + + textureSet.SetTexture( 2u, maskTexture ); + + // Filter mode needs to be set to nearest to produce better quality while static. + Sampler sampler = Sampler::New(); + sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); + textureSet.SetSampler( 0u, sampler ); + textureSet.SetSampler( 1u, sampler ); + textureSet.SetSampler( 2u, sampler ); + + mImpl->mRenderer.SetTextures( textureSet ); + + Shader shader = GetTextShader(mFactoryCache, true); // RGBA shader + mImpl->mRenderer.SetShader(shader); + } + else + { + // Create L8 texture if the text contains only single text color with no emoji and no style - Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, - data.GetPixelFormat(), - data.GetWidth(), - data.GetHeight() ); + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES, false, Pixel::L8 ); - texture.Upload( data ); + // 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. - TextureSet textureSet = TextureSet::New(); - textureSet.SetTexture( 0u, texture ); + Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, + data.GetPixelFormat(), + data.GetWidth(), + data.GetHeight() ); + + texture.Upload( data ); + + TextureSet textureSet = TextureSet::New(); + textureSet.SetTexture( 0u, texture ); + + // Filter mode needs to be set to nearest to produce better quality while static. + Sampler sampler = Sampler::New(); + sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST ); + textureSet.SetSampler( 0u, sampler ); + + mImpl->mRenderer.SetTextures( textureSet ); + + Shader shader = GetTextShader(mFactoryCache, false); // L8 shader + mImpl->mRenderer.SetShader(shader); + } mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; + Vector4 atlasRect = FULL_TEXTURE_RECT; mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect ); + mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); + + mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON); //Register transform properties mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); - // Filter mode needs to be set to nearest to avoid blurry text. - Sampler sampler = Sampler::New(); - sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST ); - textureSet.SetSampler( 0u, sampler ); - - mImpl->mRenderer.SetTextures( textureSet ); - control.AddRenderer( mImpl->mRenderer ); // Text rendered and ready to display @@ -536,6 +720,33 @@ void TextVisual::RemoveTextureSet() } } +Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool isRgbaTexture ) +{ + Shader shader; + if( isRgbaTexture ) + { + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_RGBA ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_RGBA ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_RGBA, shader ); + } + } + else + { + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_L8 ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_L8 ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_L8, shader ); + } + } + + return shader; +} + } // namespace Internal } // namespace Toolkit