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=eb2dc0480f3779dd799c99ad1a0b95ec9e858ac4;hp=7729bb79e5fefaadeb0679990de058411f8d121a;hb=c5e264bdf15b0a9fe1ef0c622b2f75dec6fd6168;hpb=d89ca5c663fa01a5b2e083f4141d90683e0a716a diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 7729bb7..eb2dc04 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -107,15 +107,13 @@ 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 mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\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 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 ); @@ -125,15 +123,13 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER( const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = 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 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 textTexture = texture2D( sTexture, vTexCoord );\n textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 ); @@ -145,19 +141,17 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n uniform sampler2D sStyle;\n uniform lowp vec4 uTextColorAnimatable;\n - uniform mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\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 styleTexture = texture2D( sStyle, texCoord );\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 + gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - uTextColorAnimatable.a * textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -165,16 +159,14 @@ 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 mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\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 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 @@ -187,16 +179,14 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n uniform sampler2D sMask;\n uniform lowp vec4 uTextColorAnimatable;\n - uniform mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\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 float maskTexture = texture2D( sMask, texCoord ).r;\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). @@ -216,17 +206,15 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS 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 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 float maskTexture = texture2D( sMask, 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 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). @@ -309,6 +297,15 @@ 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; @@ -465,7 +462,7 @@ 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(); @@ -701,8 +698,6 @@ void TextVisual::UpdateRenderer() 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);