- quadVertices.SetData( vertices );
- quadIndices.SetData( indices );
-
- Geometry quadGeometry = Geometry::New();
- quadGeometry.AddVertexBuffer( quadVertices );
- quadGeometry.SetIndexBuffer( quadIndices );
-
- Sampler sampler = Sampler::New( meshRecord.mBuffer, "sTexture" );
- Material material = Material::New( mGlyphManager.GetEffectBufferShader() );
- material.AddSampler( sampler );
-
- Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
-
- // Ensure shadow is behind the text...
- renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth );
- Actor actor = Actor::New();
- actor.AddRenderer( renderer );
- actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
- actor.SetSize( actorSize );
-
- // Create a sub actor to render the source with normalized vertex positions
- Vector< AtlasManager::Vertex2D > normVertexList;
- for ( uint32_t i = 0; i < verts.Size(); ++i )
- {
- AtlasManager::Vertex2D vertex = verts[ i ];
- vertex.mPosition.x = ( ( vertex.mPosition.x - tlx ) * divWidth ) - ONE;
- vertex.mPosition.y = ( ( vertex.mPosition.y - tly ) * divHeight ) - ONE;
- normVertexList.PushBack( vertex );
- }
-
- PropertyBuffer normVertices = PropertyBuffer::New( mQuadVertexFormat, normVertexList.Size() );
- PropertyBuffer normIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
- normVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &normVertexList[ 0 ] ) );
- normIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) );
-
- Geometry normGeometry = Geometry::New();
- normGeometry.AddVertexBuffer( normVertices );
- normGeometry.SetIndexBuffer( normIndices );
-
- Material normMaterial = Material::New( mGlyphManager.GetGlyphShadowShader() );
- Sampler normSampler = mGlyphManager.GetSampler( meshRecord.mAtlasId );
- normMaterial.AddSampler( normSampler );
- Dali::Renderer normRenderer = Dali::Renderer::New( normGeometry, normMaterial );
- Actor subActor = Actor::New();
- subActor.AddRenderer( normRenderer );
- subActor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
- subActor.SetSize( actorSize );
- subActor.SetColor( shadowColor );
-
- // 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 );
- }