From adcf577fae6cb7dc6f9754717028d315bf7703fa Mon Sep 17 00:00:00 2001 From: Heeyong Song Date: Wed, 11 Jul 2018 15:20:43 +0900 Subject: [PATCH] Fix text color issue - Alpha values are pre-multiplied in all text cases. Don't multiply alpha in text shaders. - Make Renderer's opacity 0 only if a text color's alpha is zero to skip rendering Change-Id: Ie27ecf23d5b38a2234466ba4963a4a04103b5a45 --- .../src/dali-toolkit/utc-Dali-TextLabel.cpp | 25 +++++++++++++++++++++- dali-toolkit/internal/text/text-scroller.cpp | 1 - dali-toolkit/internal/visuals/text/text-visual.cpp | 19 +++++++--------- 3 files changed, 32 insertions(+), 13 deletions(-) diff --git a/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp b/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp index e0daf86..db4f6bd 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp @@ -1135,6 +1135,29 @@ int UtcDaliToolkitTextLabelColorComponents(void) DALI_TEST_EQUALS( label.GetProperty< Vector4 >( TextLabel::Property::TEXT_COLOR ), Vector4( 0.0f, 0.0f, 1.0f, 0.6f ), TEST_LOCATION ); DALI_TEST_EQUALS( label.GetProperty< Vector4 >( TextLabel::Property::UNUSED_PROPERTY_TEXT_COLOR ), Vector4( 0.0f, 0.0f, 1.0f, 0.6f ), TEST_LOCATION ); + // Test a transparent text - Rendering should be skipped. + label.SetProperty( TextLabel::Property::TEXT, "Hello world Hello world" ); + label.SetProperty( TextLabel::Property::TEXT_COLOR, Color::BLUE ); + + Stage::GetCurrent().Add( label ); + + TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); + drawTrace.Enable( true ); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( drawTrace.FindMethod( "DrawArrays" ), true, TEST_LOCATION ); // Should be rendered + + label.SetProperty( TextLabel::Property::TEXT_COLOR, Color::TRANSPARENT ); + + drawTrace.Reset(); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( drawTrace.FindMethod( "DrawArrays" ), false, TEST_LOCATION ); // Rendering should be skipped + END_TEST; } @@ -1287,4 +1310,4 @@ int UtcDaliToolkitTextlabelVerticalLineAlignment(void) DALI_TEST_EQUALS( label.GetProperty< int >( DevelTextLabel::Property::VERTICAL_LINE_ALIGNMENT ), static_cast< int >( Toolkit::DevelText::VerticalLineAlignment::BOTTOM ), TEST_LOCATION ); END_TEST; -} \ No newline at end of file +} diff --git a/dali-toolkit/internal/text/text-scroller.cpp b/dali-toolkit/internal/text/text-scroller.cpp index e6da930..4ca011e 100644 --- a/dali-toolkit/internal/text/text-scroller.cpp +++ b/dali-toolkit/internal/text/text-scroller.cpp @@ -80,7 +80,6 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n \n void main()\n {\n diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index eb2dc04..c6309f1 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -109,7 +109,6 @@ 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 preMultipliedAlpha;\n \n void main()\n {\n @@ -125,12 +124,10 @@ 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 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 @@ -143,7 +140,6 @@ 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 preMultipliedAlpha;\n \n void main()\n {\n @@ -161,13 +157,11 @@ 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 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 @@ -181,7 +175,6 @@ 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 preMultipliedAlpha;\n \n void main()\n {\n @@ -192,7 +185,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( // 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 ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n + textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n // Draw the text as overlay above the style gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n @@ -208,7 +201,6 @@ 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 preMultipliedAlpha;\n \n void main()\n {\n @@ -220,7 +212,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS // 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 + textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) );\n // Draw the text as overlay above the style gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n @@ -308,7 +300,11 @@ void TextColorConstraint( Vector4& current, const PropertyInputContainer& inputs void OpacityConstraint( float& current, const PropertyInputContainer& inputs ) { - current = inputs[0]->GetVector4().a; + // Make zero if the alpha value of text color is zero to skip rendering text + if( EqualsZero( inputs[0]->GetVector4().a ) ) + { + current = 0.0f; + } } } // unnamed namespace @@ -466,6 +462,7 @@ void TextVisual::DoSetOnStage( Actor& actor ) colorConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); colorConstraint.Apply(); + // Make zero if the alpha value of text color is zero to skip rendering text Constraint opacityConstraint = Constraint::New< float >( mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint ); opacityConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); opacityConstraint.Apply(); -- 2.7.4