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=e894d2b37403ecf39c76e49670b71fca0880a084;hp=4031f9435758a6319877e6860cb092e9a07eb3bb;hb=db345a276572844ef456bff2339cfc3143a46991;hpb=7a2feca016bee8fcdff261678f31d82c477a2051 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 4031f94..e894d2b 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2018 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. @@ -20,11 +20,13 @@ // EXTERNAL INCLUDES #include +#include #include // INTERNAL HEADER -#include -#include +#include +#include +#include #include #include #include @@ -33,6 +35,8 @@ #include #include #include +#include +#include namespace Dali { @@ -57,51 +61,11 @@ 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[] = -{ - { "BEGIN", Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN }, - { "CENTER", Toolkit::Text::Layout::HORIZONTAL_ALIGN_CENTER }, - { "END", Toolkit::Text::Layout::HORIZONTAL_ALIGN_END }, -}; -const unsigned int HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE ) / sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE[0] ); - -const Scripting::StringEnum VERTICAL_ALIGNMENT_STRING_TABLE[] = -{ - { "TOP", Toolkit::Text::Layout::VERTICAL_ALIGN_TOP }, - { "CENTER", Toolkit::Text::Layout::VERTICAL_ALIGN_CENTER }, - { "BOTTOM", Toolkit::Text::Layout::VERTICAL_ALIGN_BOTTOM }, -}; -const unsigned int VERTICAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( VERTICAL_ALIGNMENT_STRING_TABLE ) / sizeof( VERTICAL_ALIGNMENT_STRING_TABLE[0] ); +const char * const OUTLINE_PROPERTY( "outline" ); +const char * const BACKGROUND_PROPERTY( "textBackground" ); const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f ); -std::string GetHorizontalAlignment( Toolkit::Text::Layout::HorizontalAlignment alignment ) -{ - const char* name = Scripting::GetEnumerationName( alignment, - HORIZONTAL_ALIGNMENT_STRING_TABLE, - HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT ); - - if( name ) - { - return std::string( name ); - } - return std::string(); -} - -std::string GetVerticalAlignment( Toolkit::Text::Layout::VerticalAlignment alignment ) -{ - const char* name = Scripting::GetEnumerationName< Toolkit::Text::Layout::VerticalAlignment >( alignment, - VERTICAL_ALIGNMENT_STRING_TABLE, - VERTICAL_ALIGNMENT_STRING_TABLE_COUNT ); - - 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 @@ -139,53 +103,127 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( }\n ); -const char* FRAGMENT_SHADER_ATLAS_CLAMP_RGBA = DALI_COMPOSE_SHADER( +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + uniform sampler2D sTexture;\n + 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 + mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n + + // Set the color of the text to what it is animated to. + gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, 1.0 ); + }\n +); + +const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + 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 +); + +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + uniform sampler2D sTexture;\n + uniform sampler2D sStyle;\n + 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 + mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n + 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 + }\n +); + +const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( varying mediump vec2 vTexCoord;\n uniform sampler2D sTexture;\n 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 + }\n +); + +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + uniform sampler2D sTexture;\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 + uniform lowp float preMultipliedAlpha;\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 + mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n + mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\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 + 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 // Draw the text as overlay above the style - gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n }\n ); -const char* FRAGMENT_SHADER_ATLAS_CLAMP_L8 = DALI_COMPOSE_SHADER( +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = 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 + uniform lowp float preMultipliedAlpha;\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 + mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n + mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n + mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n - // Set the color of the text to what it is animated to. - gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, opacity );\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 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 + + // Draw the text as overlay above the style + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -247,10 +285,23 @@ Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey ) { result = Toolkit::TextVisual::Property::UNDERLINE; } + else if( stringKey == OUTLINE_PROPERTY ) + { + result = Toolkit::DevelTextVisual::Property::OUTLINE; + } + else if( stringKey == BACKGROUND_PROPERTY ) + { + result = Toolkit::DevelTextVisual::Property::BACKGROUND; + } return result; } +void OpacityConstraint( float& current, const PropertyInputContainer& inputs ) +{ + current = inputs[0]->GetVector4().a; +} + } // unnamed namespace TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) @@ -296,7 +347,7 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const Property::Value value; map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT ); std::string text; mController->GetText( text ); @@ -311,9 +362,9 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() ); - map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, GetHorizontalAlignment( mController->GetHorizontalAlignment() ) ); + map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment() ); - map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, GetVerticalAlignment( mController->GetVerticalAlignment() ) ); + map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment() ); map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() ); @@ -324,12 +375,18 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT ); map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value ); + + GetOutlineProperties( mController, value, Text::EffectStyle::DEFAULT ); + map.Insert( Toolkit::DevelTextVisual::Property::OUTLINE, value ); + + GetBackgroundProperties( mController, value, Text::EffectStyle::DEFAULT ); + map.Insert( Toolkit::DevelTextVisual::Property::BACKGROUND, value ); } void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT ); std::string text; mController->GetText( text ); map.Insert( Toolkit::TextVisual::Property::TEXT, text ); @@ -337,7 +394,7 @@ void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const TextVisual::TextVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ), mController( Text::Controller::New() ), mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ), mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ), @@ -380,11 +437,14 @@ void TextVisual::DoSetOnStage( Actor& actor ) mControl = actor; Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - Shader shader = GetTextShader(mFactoryCache, true); + Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES); mImpl->mRenderer = Renderer::New( geometry, shader ); 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(); Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor ); @@ -393,9 +453,13 @@ 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 constraint = Constraint::New( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() ); - constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); - constraint.Apply(); + Constraint colorConstraint = Constraint::New( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() ); + colorConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); + colorConstraint.Apply(); + + Constraint opacityConstraint = Constraint::New< float >( mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint ); + opacityConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); + opacityConstraint.Apply(); } } @@ -468,25 +532,25 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert } case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT: { - Toolkit::Text::Layout::HorizontalAlignment alignment( Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN ); - if( Scripting::GetEnumeration< Toolkit::Text::Layout::HorizontalAlignment >( propertyValue.Get< std::string >().c_str(), - HORIZONTAL_ALIGNMENT_STRING_TABLE, - HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT, - alignment ) ) + if( mController ) { - mController->SetHorizontalAlignment( alignment ); + Text::HorizontalAlignment::Type alignment( static_cast< Text::HorizontalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set + if( Toolkit::Text::GetHorizontalAlignmentEnumeration( propertyValue, alignment ) ) + { + mController->SetHorizontalAlignment( alignment ); + } } break; } case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT: { - Toolkit::Text::Layout::VerticalAlignment alignment( Toolkit::Text::Layout::VERTICAL_ALIGN_BOTTOM ); - if( Scripting::GetEnumeration< Toolkit::Text::Layout::VerticalAlignment >( propertyValue.Get< std::string >().c_str(), - VERTICAL_ALIGNMENT_STRING_TABLE, - VERTICAL_ALIGNMENT_STRING_TABLE_COUNT, - alignment ) ) + if( mController ) { - mController->SetVerticalAlignment( alignment ); + Toolkit::Text::VerticalAlignment::Type alignment( static_cast< Text::VerticalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set + if( Toolkit::Text::GetVerticalAlignmentEnumeration( propertyValue, alignment) ) + { + mController->SetVerticalAlignment( alignment ); + } } break; } @@ -509,6 +573,16 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); break; } + case Toolkit::DevelTextVisual::Property::OUTLINE: + { + SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); + break; + } + case Toolkit::DevelTextVisual::Property::BACKGROUND: + { + SetBackgroundProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); + break; + } } } @@ -531,7 +605,10 @@ void TextVisual::UpdateRenderer() relayoutSize.width = floorf( 0.5f + ( isWidthRelative ? mImpl->mControlSize.width * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width ) ); relayoutSize.height = floorf( 0.5f + ( isHeightRelative ? mImpl->mControlSize.height * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height ) ); - if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) ) + std::string text; + mController->GetText( text ); + + if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() ) { // Removes the texture set. RemoveTextureSet(); @@ -543,7 +620,7 @@ void TextVisual::UpdateRenderer() } // Nothing else to do if the relayout size is zero. - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); return; } @@ -570,17 +647,21 @@ void TextVisual::UpdateRenderer() const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors(); bool hasMultipleTextColors = ( NULL != colorsBuffer ); - // Check whether the text contains any emoji - bool containsEmoji = false; + // Check whether the text contains any color glyph + bool containsColorGlyph = false; - Text::ScriptRunIndex numberOfScripts = mController->GetTextModel()->GetNumberOfScripts(); - const Text::ScriptRun* scripts = mController->GetTextModel()->GetScriptRuns(); - for ( Text::ScriptRunIndex scriptIndex = 0u; scriptIndex < numberOfScripts; scriptIndex++ ) + TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get(); + const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs(); + const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs(); + for ( Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++ ) { - const Text::ScriptRun& scriptRun = *( scripts + scriptIndex ); - if( TextAbstraction::EMOJI == scriptRun.script ) + // Retrieve the glyph's info. + const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex; + + // Whether the current glyph is a color one. + if( fontClient.IsColorGlyph( glyphInfo->fontId, glyphInfo->index ) ) { - containsEmoji = true; + containsColorGlyph = true; break; } } @@ -594,106 +675,20 @@ void TextVisual::UpdateRenderer() shadowEnabled = true; } - bool outlineWidthEnabled = false; - float outlineWidth = mController->GetTextModel()->GetOutlineWidth(); - if ( outlineWidth > Math::MACHINE_EPSILON_1 ) - { - outlineWidthEnabled = true; - } - const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled(); + const bool outlineEnabled = ( mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1 ); + const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();; - if ( hasMultipleTextColors || containsEmoji || shadowEnabled || underlineEnabled || outlineWidthEnabled ) - { - // 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 ); - - // 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 ); + const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled ); - Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, - styleData.GetPixelFormat(), - styleData.GetWidth(), - styleData.GetHeight() ); + TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + mImpl->mRenderer.SetTextures( textureSet ); - 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 - - // Create a texture for the text without any styles - PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES, false, Pixel::L8 ); - - // 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 ); - - // 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); - } + Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + 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); @@ -704,7 +699,7 @@ void TextVisual::UpdateRenderer() control.AddRenderer( mImpl->mRenderer ); // Text rendered and ready to display - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } } } @@ -728,27 +723,143 @@ void TextVisual::RemoveTextureSet() } } -Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool isRgbaTexture ) +TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) +{ + // Filter mode needs to be set to linear to produce better quality while scaling. + Sampler sampler = Sampler::New(); + sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); + + 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; + + // Check the text direction + Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection(); + + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat ); + + // 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.SetTexture( 0u, texture ); + textureSet.SetSampler( 0u, sampler ); + + if ( styleEnabled ) + { + // 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 ); + + Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D, + styleData.GetPixelFormat(), + styleData.GetWidth(), + styleData.GetHeight() ); + + styleTexture.Upload( styleData ); + + textureSet.SetTexture( 1u, styleTexture ); + textureSet.SetSampler( 1u, sampler ); + } + + if ( containsColorGlyph && !hasMultipleTextColors ) + { + // 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 ); + + Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, + maskData.GetPixelFormat(), + maskData.GetWidth(), + maskData.GetHeight() ); + + maskTexture.Upload( maskData ); + + if ( !styleEnabled ) + { + textureSet.SetTexture( 1u, maskTexture ); + textureSet.SetSampler( 1u, sampler ); + } + else + { + textureSet.SetTexture( 2u, maskTexture ); + textureSet.SetSampler( 2u, sampler ); + } + } + + return textureSet; +} + +Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) { Shader shader; - if( isRgbaTexture ) + + 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( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT ); + 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( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE ); + 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( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT ); + 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( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE ); + 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_RGBA ); + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_RGBA ); + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_RGBA, shader ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader ); } } - else + else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled ) { - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_L8 ); + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_L8 ); + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_L8, shader ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader ); } }