- MeshActor GenerateShadow( MeshRecord& meshRecord,
- const Vector2& shadowOffset,
- const Vector4& shadowColor )
- {
- // Scan vertex buffer to determine width and height of effect buffer needed
- MeshData::VertexContainer verts = meshRecord.mMeshData.GetVertices();
- float tlx = verts[ 0 ].x;
- float tly = verts[ 0 ].y;
- float brx = ZERO;
- float bry = ZERO;
-
- for ( uint32_t i = 0; i < verts.size(); ++i )
- {
- if ( verts[ i ].x < tlx )
- {
- tlx = verts[ i ].x;
- }
- if ( verts[ i ].y < tly )
- {
- tly = verts[ i ].y;
- }
- if ( verts[ i ].x > brx )
- {
- brx = verts[ i ].x;
- }
- if ( verts[ i ].y > bry )
- {
- bry = verts[ i ].y;
- }
- }
-
- float width = brx - tlx;
- float height = bry - tly;
- float divWidth = TWO / width;
- float divHeight = TWO / height;
-
- // Create a buffer to render to
- meshRecord.mBuffer = FrameBufferImage::New( width, height );
-
- // Create a mesh actor to contain the post-effect render
- MeshData::VertexContainer vertices;
- MeshData::FaceIndices face;
-
- vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, tly + shadowOffset.y, ZERO ),
- Vector2::ZERO,
- Vector3::ZERO ) );
-
- vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, tly + shadowOffset.y, ZERO ),
- Vector2( ONE, ZERO ),
- Vector3::ZERO ) );
-
- vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
- Vector2( ZERO, ONE ),
- Vector3::ZERO ) );
-
- vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
- Vector2::ONE,
- Vector3::ZERO ) );
-
- MeshData meshData;
- Material newMaterial = Material::New("effect buffer");
- newMaterial.SetDiffuseTexture( meshRecord.mBuffer );
- meshData.SetMaterial( newMaterial );
- meshData.SetVertices( vertices );
- meshData.SetFaceIndices( mFace );
- meshData.SetHasNormals( true );
- meshData.SetHasColor( false );
- meshData.SetHasTextureCoords( true );
- MeshActor actor = MeshActor::New( Mesh::New( meshData ) );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- actor.SetShaderEffect( mBgraShader );
- actor.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
- actor.SetSortModifier( 0.1f ); // force behind main text
-
- // Create a sub actor to render once with normalized vertex positions
- MeshData newMeshData;
- MeshData::VertexContainer newVerts;
- MeshData::FaceIndices newFaces;
- MeshData::FaceIndices faces = meshRecord.mMeshData.GetFaces();
- for ( uint32_t i = 0; i < verts.size(); ++i )
- {
- MeshData::Vertex vertex = verts[ i ];
- vertex.x = ( ( vertex.x - tlx ) * divWidth ) - ONE;
- vertex.y = ( ( vertex.y - tly ) * divHeight ) - ONE;
- newVerts.push_back( vertex );
- }
-
- // Reverse triangle winding order
- uint32_t faceCount = faces.size() / 3;
- for ( uint32_t i = 0; i < faceCount; ++i )
- {
- uint32_t index = i * 3;
- newFaces.push_back( faces[ index + 2 ] );
- newFaces.push_back( faces[ index + 1 ] );
- newFaces.push_back( faces[ index ] );
- }
-
- newMeshData.SetMaterial( meshRecord.mMeshData.GetMaterial() );
- newMeshData.SetVertices( newVerts );
- newMeshData.SetFaceIndices( newFaces );
- newMeshData.SetHasNormals( true );
- newMeshData.SetHasColor( false );
- newMeshData.SetHasTextureCoords( true );
-
- MeshActor subActor = MeshActor::New( Mesh::New( newMeshData ) );
- subActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- subActor.SetColor( shadowColor );
- subActor.SetShaderEffect( mBasicShadowShader );
- subActor.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
-
- // Create a render task to render the effect
- RenderTask task = Stage::GetCurrent().GetRenderTaskList().CreateTask();
- task.SetTargetFrameBuffer( meshRecord.mBuffer );
- task.SetSourceActor( subActor );
- task.SetClearEnabled( true );
- task.SetClearColor( Vector4::ZERO );
- task.SetExclusive( true );
- task.SetRefreshRate( RenderTask::REFRESH_ONCE );
- task.FinishedSignal().Connect( this, &AtlasRenderer::Impl::RenderComplete );
- actor.Add( subActor );
- return actor;
- }
-
- void RenderComplete( RenderTask& renderTask )
- {
- // Disconnect and remove this single shot render task
- renderTask.FinishedSignal().Disconnect( this, &AtlasRenderer::Impl::RenderComplete );
- Stage::GetCurrent().GetRenderTaskList().RemoveTask( renderTask );
-
- // Get the actor used for render to buffer and remove it from the parent
- Actor renderActor = renderTask.GetSourceActor();
- if ( renderActor )
- {
- Actor parent = renderActor.GetParent();
- if ( parent )
- {
- parent.Remove( renderActor );
- }
- }
- }
-
- RenderableActor mActor; ///< The actor parent which renders the text