From: Richard Huang Date: Wed, 4 Oct 2017 14:18:04 +0000 (+0100) Subject: Text scrolling quality improvement X-Git-Tag: dali_1.2.61~3 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=commitdiff_plain;h=215472e2dbc7b0727fefa97db1b80bf6128cccba Text scrolling quality improvement Change-Id: I6f6c79f8c3cb6c3f6fbb41a8aa13e2fdaf85ae7c --- diff --git a/dali-toolkit/internal/controls/text-controls/text-label-impl.cpp b/dali-toolkit/internal/controls/text-controls/text-label-impl.cpp index 5a958d4..13cf696 100644 --- a/dali-toolkit/internal/controls/text-controls/text-label-impl.cpp +++ b/dali-toolkit/internal/controls/text-controls/text-label-impl.cpp @@ -913,9 +913,14 @@ void TextLabel::SetUpAutoScrolling() mTextScroller = Text::TextScroller::New( *this ); } + // Calculate the actual gap before scrolling wraps. + int textPadding = std::max( controlSize.x - textNaturalSize.x, 0.0f ); + float wrapGap = std::max( mTextScroller->GetGap(), textPadding ); + Vector2 textureSize = textNaturalSize + Vector2(wrapGap, 0.0f); // Add the gap as a part of the texture + // Create a texture of the text for scrolling Text::TypesetterPtr typesetter = Text::Typesetter::New( mController->GetTextModel() ); - PixelData data = typesetter->Render( textNaturalSize, Text::Typesetter::RENDER_TEXT_AND_STYLES, true, Pixel::RGBA8888 ); // ignore the horizontal alignment + PixelData data = typesetter->Render( textureSize, Text::Typesetter::RENDER_TEXT_AND_STYLES, true, Pixel::RGBA8888 ); // ignore the horizontal alignment Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, data.GetPixelFormat(), data.GetWidth(), @@ -928,11 +933,12 @@ void TextLabel::SetUpAutoScrolling() // Filter mode needs to be set to linear to produce better quality while scaling. Sampler sampler = Sampler::New(); sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); + sampler.SetWrapMode( Dali::WrapMode::DEFAULT, Dali::WrapMode::REPEAT, Dali::WrapMode::DEFAULT ); // Wrap the texture in the x direction textureSet.SetSampler( 0u, sampler ); // Set parameters for scrolling Renderer renderer = static_cast( GetImplementation( mVisual ) ).GetRenderer(); - mTextScroller->SetParameters( Self(), renderer, textureSet, controlSize, textNaturalSize, direction, mController->GetHorizontalAlignment(), mController->GetVerticalAlignment() ); + mTextScroller->SetParameters( Self(), renderer, textureSet, controlSize, textureSize, wrapGap, direction, mController->GetHorizontalAlignment(), mController->GetVerticalAlignment() ); } void TextLabel::ScrollingFinished() diff --git a/dali-toolkit/internal/text/text-scroller.cpp b/dali-toolkit/internal/text/text-scroller.cpp index ae65fd2..e85a2fd 100644 --- a/dali-toolkit/internal/text/text-scroller.cpp +++ b/dali-toolkit/internal/text/text-scroller.cpp @@ -43,7 +43,6 @@ const int MINIMUM_SCROLL_SPEED = 1; // Speed should be set by Property system. const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n varying highp vec2 vTexCoord;\n - varying highp float vRatio;\n uniform mediump vec3 uSize;\n uniform mediump float uDelta;\n uniform mediump vec2 uTextureSize;\n @@ -67,12 +66,9 @@ const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER( mediump vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy );\n mediump vec2 visualSize = mix( uSize.xy * size, size, offsetSizeMode.zw );\n \n - mediump float smallTextPadding = max( visualSize.x - uTextureSize.x, 0. );\n - mediump float gap = max( uGap, smallTextPadding );\n mediump float delta = floor ( uDelta ) + 0.5;\n - vTexCoord.x = ( delta + uHorizontalAlign * ( uTextureSize.x - visualSize.x ) + floor( aPosition.x * visualSize.x ) + 0.5 - gap * 0.5 ) / ( uTextureSize.x + gap ) + 0.5;\n + vTexCoord.x = ( delta + uHorizontalAlign * ( uTextureSize.x - visualSize.x - uGap ) + floor( aPosition.x * visualSize.x ) + 0.5 - uGap * 0.5 ) / uTextureSize.x + 0.5;\n vTexCoord.y = ( uVerticalAlign * ( uTextureSize.y - visualSize.y ) + floor( aPosition.y * visualSize.y ) + 0.5 ) / ( uTextureSize.y ) + 0.5;\n - vRatio = uTextureSize.x / ( uTextureSize.x + gap );\n \n mediump vec4 vertexPosition = vec4( floor( ( aPosition + anchorPoint ) * visualSize + ( visualOffset + origin ) * uSize.xy ), 0.0, 1.0 );\n mediump vec4 nonAlignedVertex = uViewMatrix * uModelMatrix * vertexPosition;\n @@ -84,18 +80,11 @@ const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER( const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( varying highp vec2 vTexCoord;\n - varying highp float vRatio;\n uniform sampler2D sTexture;\n \n void main()\n {\n - highp vec2 texCoord;\n - texCoord.y = vTexCoord.y;\n - texCoord.x = fract( vTexCoord.x ) / vRatio;\n - if ( texCoord.x > 1.0 || texCoord.y > 1.0 )\n - discard;\n - \n - gl_FragColor = texture2D( sTexture, texCoord );\n + gl_FragColor = texture2D( sTexture, vTexCoord );\n }\n ); @@ -252,10 +241,10 @@ TextScroller::~TextScroller() { } -void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, TextureSet textureSet, const Size& controlSize, const Size& textNaturalSize, CharacterDirection direction, HorizontalAlignment::Type horizontalAlignment, VerticalAlignment::Type verticalAlignment ) +void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, TextureSet textureSet, const Size& controlSize, const Size& textureSize, const float wrapGap, CharacterDirection direction, HorizontalAlignment::Type horizontalAlignment, VerticalAlignment::Type verticalAlignment ) { - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters controlSize[%f,%f] offscreenSize[%f,%f] direction[%d]\n", - controlSize.x, controlSize.y, textNaturalSize.x, textNaturalSize.y, direction ); + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters controlSize[%f,%f] textureSize[%f,%f] direction[%d]\n", + controlSize.x, controlSize.y, textureSize.x, textureSize.y, direction ); mRenderer = renderer; @@ -288,19 +277,19 @@ void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, T mRenderer.SetShader( shader ); mRenderer.SetTextures( textureSet ); - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap ); + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap ); const float horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ]; const float verticalAlign = VERTICAL_ALIGNMENT_TABLE[ verticalAlignment ]; DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign ); - scrollingTextActor.RegisterProperty( "uTextureSize", textNaturalSize ); + scrollingTextActor.RegisterProperty( "uTextureSize", textureSize ); scrollingTextActor.RegisterProperty( "uHorizontalAlign", horizontalAlign ); scrollingTextActor.RegisterProperty( "uVerticalAlign", verticalAlign ); - scrollingTextActor.RegisterProperty( "uGap", mWrapGap ); + scrollingTextActor.RegisterProperty( "uGap", wrapGap ); mScrollDeltaIndex = scrollingTextActor.RegisterProperty( "uDelta", 0.0f ); - float scrollAmount = std::max( textNaturalSize.width + mWrapGap, controlSize.width ); + float scrollAmount = std::max( textureSize.width, controlSize.width ); float scrollDuration = scrollAmount / mScrollSpeed; if ( direction ) diff --git a/dali-toolkit/internal/text/text-scroller.h b/dali-toolkit/internal/text/text-scroller.h index f2203a7..a7a6410 100644 --- a/dali-toolkit/internal/text/text-scroller.h +++ b/dali-toolkit/internal/text/text-scroller.h @@ -65,12 +65,13 @@ public: * @param[in] renderer renderer to render the text * @param[in] textureSet texture of the text to be scrolled * @param[in] controlSize size of the control to scroll within - * @param[in] textNaturalSize natural size of the text + * @param[in] textureSize size of the texture + * @param[in] wrapGap The gap before scrolling wraps * @param[in] direction text direction true for right to left text * @param[in] horizontalAlignment horizontal alignment of the text * @param[in] verticalAlignment vertical alignment of the text */ - void SetParameters( Actor scrollingTextActor, Dali::Renderer renderer, TextureSet textureSet, const Size& controlSize, const Size& offScreenSize, CharacterDirection direction, HorizontalAlignment::Type horizontalAlignment, VerticalAlignment::Type verticalAlignment ); + void SetParameters( Actor scrollingTextActor, Dali::Renderer renderer, TextureSet textureSet, const Size& controlSize, const Size& textureSize, const float wrapGap, CharacterDirection direction, HorizontalAlignment::Type horizontalAlignment, VerticalAlignment::Type verticalAlignment ); /** * @brief Set the gap distance to elapse before the text wraps around