#include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager-impl.h>
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
-#include <dali/public-api/common/stage.h>
#include <dali/integration-api/debug.h>
-#define MAKE_SHADER(A)#A
-
namespace
{
Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_RENDERING");
#endif
+#define MAKE_SHADER(A)#A
+
const char* VERTEX_SHADER = MAKE_SHADER(
attribute mediump vec2 aPosition;
attribute mediump vec2 aTexCoord;
+attribute mediump vec4 aColor;
+uniform mediump vec2 uOffset;
uniform mediump mat4 uMvpMatrix;
varying mediump vec2 vTexCoord;
+varying mediump vec4 vColor;
void main()
{
- mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
+ mediump vec4 position = vec4( aPosition.xy + uOffset, 0.0, 1.0 );
gl_Position = uMvpMatrix * position;
vTexCoord = aTexCoord;
+ vColor = aColor;
}
);
-const char* FRAGMENT_SHADER = MAKE_SHADER(
+const char* FRAGMENT_SHADER_L8 = MAKE_SHADER(
+uniform lowp vec4 uColor;
uniform sampler2D sTexture;
varying mediump vec2 vTexCoord;
+varying mediump vec4 vColor;
void main()
{
- gl_FragColor = texture2D( sTexture, vTexCoord );
-}
-);
-
-const char* VERTEX_SHADER_SHADOW = MAKE_SHADER(
-attribute mediump vec2 aPosition;
-attribute mediump vec2 aTexCoord;
-varying mediump vec2 vTexCoord;
-
-void main()
-{
- mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
- gl_Position = position;
- vTexCoord = aTexCoord;
+ mediump vec4 color = texture2D( sTexture, vTexCoord );
+ gl_FragColor = vec4( vColor.rgb * uColor.rgb, vColor.a * uColor.a * color.r );
}
);
-const char* FRAGMENT_SHADER_SHADOW = MAKE_SHADER(
+const char* FRAGMENT_SHADER_RGBA = MAKE_SHADER(
uniform sampler2D sTexture;
-uniform lowp vec4 uColor;
varying mediump vec2 vTexCoord;
void main()
{
- mediump vec4 color = texture2D( sTexture, vTexCoord );
- gl_FragColor = vec4(uColor.rgb, uColor.a*color.r);
+ gl_FragColor = texture2D( sTexture, vTexCoord );
}
);
AtlasGlyphManager::AtlasGlyphManager()
{
+ mShaderL8 = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_L8 );
+ mShaderRgba = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_RGBA );
mAtlasManager = Dali::Toolkit::AtlasManager::New();
- mEffectBufferShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mShadowShader = Shader::New( VERTEX_SHADER_SHADOW, FRAGMENT_SHADER_SHADOW, Dali::Shader::HINT_MODIFIES_GEOMETRY );
}
void AtlasGlyphManager::Add( const Text::GlyphInfo& glyph,
{
DALI_LOG_INFO( gLogFilter, Debug::General, "Added glyph, font: %d index: %d\n", glyph.fontId, glyph.index );
- mAtlasManager.Add( bitmap, slot );
+ if ( mAtlasManager.Add( bitmap, slot ) )
+ {
+ // A new atlas was created so set the material details for the atlas
+ Dali::Atlas atlas = mAtlasManager.GetAtlasContainer( slot.mAtlasId );
+ Pixel::Format pixelFormat = mAtlasManager.GetPixelFormat( slot.mAtlasId );
+ Material material = Material::New( pixelFormat == Pixel::L8 ? mShaderL8 : mShaderRgba );
+ material.AddTexture( atlas, "sTexture" );
+ material.SetBlendMode( BlendingMode::ON );
+ mAtlasManager.SetMaterial( slot.mAtlasId, material );
+ }
GlyphRecordEntry record;
record.mIndex = glyph.index;
mAtlasManager.GenerateMeshData( imageId, position, mesh, false );
}
-void AtlasGlyphManager::StitchMesh( Toolkit::AtlasManager::Mesh2D& first,
- const Toolkit::AtlasManager::Mesh2D& second )
-{
- mAtlasManager.StitchMesh( first, second );
-}
-
-bool AtlasGlyphManager::Cached( Text::FontId fontId,
+bool AtlasGlyphManager::IsCached( Text::FontId fontId,
Text::GlyphIndex index,
Dali::Toolkit::AtlasManager::AtlasSlot& slot )
{
return mAtlasManager.GetMaterial( atlasId );
}
-Sampler AtlasGlyphManager::GetSampler( uint32_t atlasId ) const
-{
- return mAtlasManager.GetSampler( atlasId );
-}
-
AtlasGlyphManager::~AtlasGlyphManager()
{
// mAtlasManager handle is automatically released here