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=dac831550be08403eda334d93789f3dd64bdd559;hb=db345a276572844ef456bff2339cfc3143a46991;hpb=98672ba741eed8c191f3831d99a233440de07cf8 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index dac8315..e894d2b 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -20,6 +20,7 @@ // EXTERNAL INCLUDES #include +#include #include // INTERNAL HEADER @@ -108,20 +109,14 @@ 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 opacity;\n uniform lowp float preMultipliedAlpha;\n \n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\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 * visualMixColor(); + gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, 1.0 ); }\n ); @@ -130,20 +125,14 @@ 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 opacity;\n uniform lowp float preMultipliedAlpha;\n \n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\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 * visualMixColor(); + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 ); }\n ); @@ -154,21 +143,15 @@ 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 opacity;\n uniform lowp float preMultipliedAlpha;\n \n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\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 * visualMixColor();\n + gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -178,14 +161,8 @@ 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 opacity;\n uniform lowp float preMultipliedAlpha;\n \n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n - \n void main()\n {\n mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n @@ -193,7 +170,7 @@ const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( 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 * visualMixColor();\n + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -204,14 +181,8 @@ 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 opacity;\n uniform lowp float preMultipliedAlpha;\n \n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n - \n void main()\n {\n mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n @@ -224,7 +195,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( 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 = textTexture * uColor * visualMixColor();\n + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -237,14 +208,8 @@ 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 opacity;\n uniform lowp float preMultipliedAlpha;\n \n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n - \n void main()\n {\n mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n @@ -258,7 +223,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS 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 * visualMixColor();\n + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -332,6 +297,11 @@ Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey ) 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 ) @@ -483,9 +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(); } }