#include <dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.h>
// EXTERNAL INCLUDES
-#include <dali/dali.h>
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/rendering/geometry.h>
#include <dali/devel-api/text-abstraction/font-client.h>
-
// INTERNAL INCLUDES
-#include <dali-toolkit/internal/atlas-manager/atlas-manager.h>
-#include <dali-toolkit/internal/text/line-run.h>
+#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/internal/text/glyph-run.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
-#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shader.h>
-#include <dali-toolkit/internal/text/rendering/shaders/text-bgra-shader.h>
-//#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shadow-shader.h>
+#include <dali-toolkit/internal/text/rendering/atlas/atlas-mesh-factory.h>
+#include <dali-toolkit/internal/text/text-view.h>
using namespace Dali;
using namespace Dali::Toolkit;
Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_RENDERING");
#endif
- const float ZERO( 0.0f );
- const float HALF( 0.5f );
- const float ONE( 1.0f );
- const float TWO( 2.0f );
- const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
- const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
-
- #define MAKE_SHADER(A)#A
-
- const char* VERTEX_SHADER = MAKE_SHADER(
- attribute mediump vec2 aPosition;
- attribute mediump vec2 aTexCoord;
- uniform mediump mat4 uMvpMatrix;
- uniform mediump vec3 uSize;
- varying mediump vec2 vTexCoord;
-
- void main()
- {
- mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
- position.xyz *= uSize;
- gl_Position = uMvpMatrix * position;
- vTexCoord = aTexCoord;
- }
- );
-
- const char* FRAGMENT_SHADER = MAKE_SHADER(
- uniform sampler2D sTexture;
- varying mediump vec2 vTexCoord;
-
- void main()
- {
- //gl_FragColor = vec4( 1.0 );
- gl_FragColor = texture2D( sTexture, vTexCoord );
- }
- );
-
- const char* VERTEX_SHADER_SHADOW = MAKE_SHADER(
- attribute mediump vec2 aPosition;
- attribute mediump vec2 aTexCoord;
- uniform mediump vec3 uSize;
- varying mediump vec2 vTexCoord;
-
- void main()
- {
- mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
- position.xyz *= uSize;
- gl_Position = position;
- vTexCoord = aTexCoord;
- }
- );
-
- const char* FRAGMENT_SHADER_SHADOW = 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);
- }
- );
+const float ZERO( 0.0f );
+const float HALF( 0.5f );
+const float ONE( 1.0f );
+const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
+const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
}
-struct AtlasRenderer::Impl : public ConnectionTracker
+struct AtlasRenderer::Impl
{
-
enum Style
{
STYLE_NORMAL,
struct MeshRecord
{
- Vector4 mColor;
+ MeshRecord()
+ : mAtlasId( 0u )
+ {
+ }
+
uint32_t mAtlasId;
AtlasManager::Mesh2D mMesh;
FrameBufferImage mBuffer;
- bool mIsUnderline;
};
+ /**
+ * brief Struct used to generate the underline mesh.
+ * There is one Extent per line of text.
+ */
struct Extent
{
+ Extent()
+ : mBaseLine( 0.0f ),
+ mLeft( 0.0f ),
+ mRight( 0.0f ),
+ mUnderlinePosition( 0.0f ),
+ mUnderlineThickness( 0.0f ),
+ mMeshRecordIndex( 0u )
+ {
+ }
+
float mBaseLine;
float mLeft;
float mRight;
uint32_t mMeshRecordIndex;
};
- struct AtlasRecord
+ struct MaxBlockSize
{
- uint32_t mImageId;
+ MaxBlockSize()
+ : mFontId( 0 ),
+ mNeededBlockWidth( 0 ),
+ mNeededBlockHeight( 0 )
+ {
+ }
+
+ FontId mFontId;
+ uint32_t mNeededBlockWidth;
+ uint32_t mNeededBlockHeight;
+ };
+
+ struct CheckEntry
+ {
+ CheckEntry()
+ : mFontId( 0 ),
+ mIndex( 0 )
+ {
+ }
+
+ FontId mFontId;
Text::GlyphIndex mIndex;
};
- struct MaxBlockSize
+ struct TextCacheEntry
{
+ TextCacheEntry()
+ : mFontId( 0 ),
+ mIndex( 0 ),
+ mImageId( 0 )
+ {
+ }
+
FontId mFontId;
- uint32_t mNeededBlockWidth;
- uint32_t mNeededBlockHeight;
+ Text::GlyphIndex mIndex;
+ uint32_t mImageId;
};
Impl()
+ : mDepth( 0 )
{
mGlyphManager = AtlasGlyphManager::Get();
mFontClient = TextAbstraction::FontClient::Get();
mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
- mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
+ mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
+ mQuadIndexFormat[ "indices" ] = Property::INTEGER;
+ }
+
+ bool IsGlyphUnderlined( GlyphIndex index,
+ const Vector<GlyphRun>& underlineRuns )
+ {
+ for( Vector<GlyphRun>::ConstIterator it = underlineRuns.Begin(),
+ endIt = underlineRuns.End();
+ it != endIt;
+ ++it )
+ {
+ const GlyphRun& run = *it;
+
+ if( ( run.glyphIndex <= index ) && ( index < run.glyphIndex + run.numberOfGlyphs ) )
+ {
+ return true;
+ }
+ }
- mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mShadowShader = Shader::New( VERTEX_SHADER_SHADOW, FRAGMENT_SHADER_SHADOW );
+ return false;
}
- void AddGlyphs( const std::vector<Vector2>& positions,
+ void AddGlyphs( Text::ViewInterface& view,
+ const Vector<Vector2>& positions,
const Vector<GlyphInfo>& glyphs,
- const Vector4& textColor,
- const Vector2& shadowOffset,
- const Vector4& shadowColor,
- bool underlineEnabled,
- const Vector4& underlineColor,
- float underlineHeight )
+ const Vector<Vector4>& colors,
+ int depth )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
Vector< Extent > extents;
+ TextCacheEntry textCacheEntry;
+ mDepth = depth;
+
+ const Vector2& actorSize( view.GetControlSize() );
+ const Vector2 halfActorSize( actorSize * 0.5f );
+ const Vector2& shadowOffset( view.GetShadowOffset() );
+ const Vector4& shadowColor( view.GetShadowColor() );
+ const bool underlineEnabled( view.IsUnderlineEnabled() );
+ const Vector4& underlineColor( view.GetUnderlineColor() );
+ const float underlineHeight( view.GetUnderlineHeight() );
+
+ // Get the underline runs.
+ const Length numberOfUnderlineRuns = view.GetNumberOfUnderlineRuns();
+ Vector<GlyphRun> underlineRuns;
+ underlineRuns.Resize( numberOfUnderlineRuns );
+ view.GetUnderlineRuns( underlineRuns.Begin(),
+ 0u,
+ numberOfUnderlineRuns );
+
+ bool thereAreUnderlinedGlyphs = false;
float currentUnderlinePosition = ZERO;
float currentUnderlineThickness = underlineHeight;
uint32_t currentBlockSize = 0;
FontId lastFontId = 0;
+ FontId lastUnderlinedFontId = 0;
Style style = STYLE_NORMAL;
if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
style = STYLE_DROP_SHADOW;
}
- if ( mImageIds.Size() )
- {
- // Unreference any currently used glyphs
- RemoveText();
- }
-
CalculateBlocksSize( glyphs );
+ // Avoid emptying mTextCache (& removing references) until after incremented references for the new text
+ Vector< TextCacheEntry > newTextCache;
+ const GlyphInfo* const glyphsBuffer = glyphs.Begin();
+ const Vector2* const positionsBuffer = positions.Begin();
+ const Vector4* const colorsBuffer = colors.Begin();
+
for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
{
- const GlyphInfo& glyph = glyphs[ i ];
+ const GlyphInfo& glyph = *( glyphsBuffer + i );
+
+ const bool underlineGlyph = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
+ thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph;
// No operation for white space
- if ( glyph.width && glyph.height )
+ if( glyph.width && glyph.height )
{
// Are we still using the same fontId as previous
- if ( glyph.fontId != lastFontId )
+ if( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) )
{
// We need to fetch fresh font underline metrics
FontMetrics fontMetrics;
mFontClient.GetFontMetrics( glyph.fontId, fontMetrics );
currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) );
- float descender = ceil( fabsf( fontMetrics.descender ) );
+ const float descender = ceil( fabsf( fontMetrics.descender ) );
- if ( underlineHeight == ZERO )
+ if( fabsf( underlineHeight ) < Math::MACHINE_EPSILON_1000 )
{
currentUnderlineThickness = fontMetrics.underlineThickness;
}
// Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
- if ( currentUnderlinePosition > descender )
+ if( currentUnderlinePosition > descender )
{
currentUnderlinePosition = descender;
}
- if ( ZERO == currentUnderlinePosition )
+
+ if( fabsf( currentUnderlinePosition ) < Math::MACHINE_EPSILON_1000 )
{
// Move offset down by one ( EFL behavior )
currentUnderlinePosition = ONE;
}
- }
- const Vector2& position = positions[ i ];
- AtlasManager::Mesh2D newMesh;
- mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
+ lastUnderlinedFontId = glyph.fontId;
+ } // underline
- if ( slot.mImageId )
- {
- // This glyph already exists so generate mesh data plugging in our supplied position
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
- mImageIds.PushBack( slot.mImageId );
- }
- else
+ if( !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ) )
{
-
// Select correct size for new atlas if needed....?
- if ( lastFontId != glyph.fontId )
+ if( lastFontId != glyph.fontId )
{
- for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
+ uint32_t index = 0u;
+ for( std::vector<MaxBlockSize>::const_iterator it = mBlockSizes.begin(),
+ endIt = mBlockSizes.end();
+ it != endIt;
+ ++it, ++index )
{
- if ( mBlockSizes[ j ].mFontId == glyph.fontId )
+ const MaxBlockSize& blockSize = *it;
+ if( blockSize.mFontId == glyph.fontId )
{
- currentBlockSize = j;
+ currentBlockSize = index;
mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
DEFAULT_ATLAS_HEIGHT,
- mBlockSizes[ j ].mNeededBlockWidth,
- mBlockSizes[ j ].mNeededBlockHeight );
+ blockSize.mNeededBlockWidth,
+ blockSize.mNeededBlockHeight );
}
}
}
// Create a new image for the glyph
BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
- if ( bitmap )
+ if( bitmap )
{
+ MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
+
// Ensure that the next image will fit into the current block size
bool setSize = false;
- if ( bitmap.GetWidth() > mBlockSizes[ currentBlockSize ].mNeededBlockWidth )
+ if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
{
setSize = true;
- mBlockSizes[ currentBlockSize ].mNeededBlockWidth = bitmap.GetWidth();
+ blockSize.mNeededBlockWidth = bitmap.GetWidth();
}
- if ( bitmap.GetHeight() > mBlockSizes[ currentBlockSize ].mNeededBlockHeight )
+ if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
{
setSize = true;
- mBlockSizes[ currentBlockSize ].mNeededBlockHeight = bitmap.GetHeight();
+ blockSize.mNeededBlockHeight = bitmap.GetHeight();
}
- if ( setSize )
+ if( setSize )
{
mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
DEFAULT_ATLAS_HEIGHT,
- mBlockSizes[ currentBlockSize ].mNeededBlockWidth,
- mBlockSizes[ currentBlockSize ].mNeededBlockHeight );
+ blockSize.mNeededBlockWidth,
+ blockSize.mNeededBlockHeight );
}
// Locate a new slot for our glyph
mGlyphManager.Add( glyph, bitmap, slot );
+ }
+ }
+ else
+ {
+ // We have 2+ copies of the same glyph
+ mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, 1/*increment*/ );
+ }
- // Generate mesh data for this quad, plugging in our supplied position
- if ( slot.mImageId )
- {
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
- mImageIds.PushBack( slot.mImageId );
- }
+ // Move the origin (0,0) of the mesh to the center of the actor
+ const Vector2 position = *( positionsBuffer + i ) - halfActorSize;
+
+ // Generate mesh data for this quad, plugging in our supplied position
+ AtlasManager::Mesh2D newMesh;
+ mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
+ textCacheEntry.mFontId = glyph.fontId;
+ textCacheEntry.mImageId = slot.mImageId;
+ textCacheEntry.mIndex = glyph.index;
+ newTextCache.PushBack( textCacheEntry );
+
+ AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
+
+ // Adjust the vertices if the fixed-size font should be down-scaled
+ if( glyph.scaleFactor > 0 )
+ {
+ for( unsigned int index = 0u, size = newMesh.mVertices.Count();
+ index < size;
+ ++index )
+ {
+ AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
+
+ // Set the position of the vertex.
+ vertex.mPosition.x = position.x + ( ( vertex.mPosition.x - position.x ) * glyph.scaleFactor );
+ vertex.mPosition.y = position.y + ( ( vertex.mPosition.y - position.y ) * glyph.scaleFactor );
}
}
+
+ // Get the color of the character.
+ const Vector4& color = *( colorsBuffer + i );
+
+ for( unsigned int index = 0u, size = newMesh.mVertices.Count();
+ index < size;
+ ++index )
+ {
+ AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
+
+ // Set the color of the vertex.
+ vertex.mColor = color;
+ }
+
// Find an existing mesh data object to attach to ( or create a new one, if we can't find one using the same atlas)
StitchTextMesh( meshContainer,
newMesh,
extents,
- textColor,
position.y + glyph.yBearing,
+ underlineGlyph,
currentUnderlinePosition,
currentUnderlineThickness,
slot );
- lastFontId = glyph.fontId;
+ lastFontId = glyph.fontId;
}
- }
+ } // glyphs
+
+ // Now remove references for the old text
+ RemoveText();
+ mTextCache.Swap( newTextCache );
- if ( underlineEnabled )
+ if( thereAreUnderlinedGlyphs )
{
// Check to see if any of the text needs an underline
- GenerateUnderlines( meshContainer, extents, underlineColor, textColor );
+ GenerateUnderlines( meshContainer, extents, underlineColor );
}
// For each MeshData object, create a mesh actor and add to the renderable actor
- if ( meshContainer.size() )
+ if( !meshContainer.empty() )
{
- for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
+ for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
+ endIt = meshContainer.end();
+ it != endIt; ++it )
{
- Actor actor = CreateMeshActor( *mIt );
+ MeshRecord& meshRecord = *it;
+
+ Actor actor = CreateMeshActor( meshRecord, actorSize );
// Create an effect if necessary
- if ( style == STYLE_DROP_SHADOW )
+ if( style == STYLE_DROP_SHADOW )
{
- actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
+ // Change the color of the vertices.
+ for( Vector<AtlasManager::Vertex2D>::Iterator vIt = meshRecord.mMesh.mVertices.Begin(),
+ vEndIt = meshRecord.mMesh.mVertices.End();
+ vIt != vEndIt;
+ ++vIt )
+ {
+ AtlasManager::Vertex2D& vertex = *vIt;
+
+ vertex.mColor = shadowColor;
+ }
+
+ // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
+ Actor containerActor = Actor::New();
+ containerActor.SetParentOrigin( ParentOrigin::CENTER );
+ containerActor.SetSize( actorSize );
+
+ Actor shadowActor = CreateMeshActor( meshRecord, actorSize );
+#if defined(DEBUG_ENABLED)
+ shadowActor.SetName( "Text Shadow renderable actor" );
+#endif
+ // Offset shadow in x and y
+ shadowActor.RegisterProperty("uOffset", shadowOffset );
+ if( actor.GetRendererCount() )
+ {
+ Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
+ renderer.SetDepthIndex( renderer.GetDepthIndex() - 1 );
+ shadowActor.SetParentOrigin( ParentOrigin::CENTER );
+ shadowActor.SetSize( actorSize );
+ containerActor.Add( shadowActor );
+ containerActor.Add( actor );
+ actor = containerActor;
+ }
}
- if ( mActor )
+ if( mActor )
{
mActor.Add( actor );
}
mActor = actor;
}
}
- mActor.OffStageSignal().Connect( this, &AtlasRenderer::Impl::OffStageDisconnect );
}
#if defined(DEBUG_ENABLED)
Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
metrics.mGlyphCount,
metrics.mAtlasMetrics.mAtlasCount,
metrics.mAtlasMetrics.mTextureMemoryUsed / 1024 );
- for ( uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i )
+
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "%s\n", metrics.mVerboseGlyphCounts.c_str() );
+
+ for( uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n",
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, " Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n",
i + 1, i > 8 ? "" : " ",
metrics.mAtlasMetrics.mAtlasMetrics[ i ].mPixelFormat == Pixel::L8 ? "L8 " : "BGRA",
metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mWidth,
#endif
}
- Actor CreateMeshActor( const MeshRecord& meshRecord )
+ void RemoveText()
+ {
+ for( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter )
+ {
+ mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, -1/*decrement*/ );
+ }
+ mTextCache.Resize( 0 );
+ }
+
+ Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize )
{
PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() );
PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( 0 );
+ renderer.SetDepthIndex( DepthIndex::CONTENT + mDepth );
Actor actor = Actor::New();
+#if defined(DEBUG_ENABLED)
+ actor.SetName( "Text renderable actor" );
+#endif
actor.AddRenderer( renderer );
- actor.SetSize( 1.0f, 1.0f );
- actor.SetColor( meshRecord.mColor );
-
- if ( meshRecord.mIsUnderline )
- {
- actor.SetColorMode( USE_OWN_COLOR );
- }
- else
- {
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- }
+ actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
+ actor.SetSize( actorSize );
+ actor.RegisterProperty("uOffset", Vector2::ZERO );
return actor;
}
void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
AtlasManager::Mesh2D& newMesh,
Vector< Extent >& extents,
- const Vector4& color,
float baseLine,
+ bool underlineGlyph,
float underlinePosition,
float underlineThickness,
AtlasManager::AtlasSlot& slot )
// Check to see if there's a mesh data object that references the same atlas ?
uint32_t index = 0;
- for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt, ++index )
+ for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(),
+ mEndIt = meshContainer.end();
+ mIt != mEndIt;
+ ++mIt, ++index )
{
- if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
+ if( slot.mAtlasId == mIt->mAtlasId )
{
- // Stitch the mesh to the existing mesh and adjust any extents
- mGlyphManager.StitchMesh( mIt->mMesh, newMesh );
- AdjustExtents( extents,
- meshContainer,
- index,
- left,
- right,
- baseLine,
- underlinePosition,
- underlineThickness );
+ // Append the mesh to the existing mesh and adjust any extents
+ Toolkit::Internal::AtlasMeshFactory::AppendMesh( mIt->mMesh, newMesh );
+
+ if( underlineGlyph )
+ {
+ AdjustExtents( extents,
+ meshContainer,
+ index,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ underlineThickness );
+ }
+
return;
}
}
MeshRecord meshRecord;
meshRecord.mAtlasId = slot.mAtlasId;
meshRecord.mMesh = newMesh;
- meshRecord.mColor = color;
- meshRecord.mIsUnderline = false;
meshContainer.push_back( meshRecord );
- // Adjust extents for this new meshrecord
- AdjustExtents( extents,
- meshContainer,
- meshContainer.size() - 1u,
- left,
- right,
- baseLine,
- underlinePosition,
- underlineThickness );
-
+ if( underlineGlyph )
+ {
+ // Adjust extents for this new meshrecord
+ AdjustExtents( extents,
+ meshContainer,
+ meshContainer.size() - 1u,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ underlineThickness );
+ }
}
}
float underlineThickness )
{
bool foundExtent = false;
- for ( Vector< Extent >::Iterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
+ for ( Vector< Extent >::Iterator eIt = extents.Begin(),
+ eEndIt = extents.End();
+ eIt != eEndIt;
+ ++eIt )
{
if ( Equals( baseLine, eIt->mBaseLine ) )
{
}
}
- // Unreference any glyphs that were used with this actor
- void OffStageDisconnect( Dali::Actor actor )
- {
- RemoveText();
- }
-
- void RemoveText()
- {
- for ( uint32_t i = 0; i < mImageIds.Size(); ++i )
- {
- mGlyphManager.Remove( mImageIds[ i ] );
- }
- mImageIds.Resize( 0 );
- }
-
void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
{
- MaxBlockSize maxBlockSize;
- for ( uint32_t i = 0; i < glyphs.Size(); ++i )
+ for( Vector<GlyphInfo>::ConstIterator glyphIt = glyphs.Begin(),
+ glyphEndIt = glyphs.End();
+ glyphIt != glyphEndIt;
+ ++glyphIt )
{
- FontId fontId = glyphs[ i ].fontId;
+ const FontId fontId = (*glyphIt).fontId;
bool foundFont = false;
- for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
+
+ for( std::vector< MaxBlockSize >::const_iterator blockIt = mBlockSizes.begin(),
+ blockEndIt = mBlockSizes.end();
+ blockIt != blockEndIt;
+ ++blockIt )
{
- if ( mBlockSizes[ j ].mFontId == fontId )
+ if( (*blockIt).mFontId == fontId )
{
foundFont = true;
+ break;
}
}
+
if ( !foundFont )
{
FontMetrics fontMetrics;
mFontClient.GetFontMetrics( fontId, fontMetrics );
+
+ MaxBlockSize maxBlockSize;
maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
- maxBlockSize.mNeededBlockHeight = static_cast< uint32_t >( fontMetrics.height );
+ maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth;
maxBlockSize.mFontId = fontId;
+
mBlockSizes.push_back( maxBlockSize );
}
}
}
- void GenerateUnderlines( std::vector< MeshRecord>& meshRecords,
+ void GenerateUnderlines( std::vector< MeshRecord >& meshRecords,
Vector< Extent >& extents,
- const Vector4& underlineColor,
- const Vector4& textColor )
+ const Vector4& underlineColor )
{
AtlasManager::Mesh2D newMesh;
unsigned short faceIndex = 0;
- for ( Vector< Extent >::ConstIterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
+ for ( Vector< Extent >::ConstIterator eIt = extents.Begin(),
+ eEndIt = extents.End();
+ eIt != eEndIt;
+ ++eIt )
{
AtlasManager::Vertex2D vert;
uint32_t index = eIt->mMeshRecordIndex;
newMesh.mIndices.PushBack( faceIndex + 1u );
faceIndex += 4;
- if ( underlineColor == textColor )
- {
- mGlyphManager.StitchMesh( meshRecords[ index ].mMesh, newMesh );
- }
- else
- {
- MeshRecord record;
- record.mMesh = newMesh;
- record.mAtlasId = meshRecords[ index ].mAtlasId;
- record.mColor = underlineColor;
- record.mIsUnderline = true;
- meshRecords.push_back( record );
- }
- }
- }
-
- Actor GenerateShadow( MeshRecord& meshRecord,
- const Vector2& shadowOffset,
- const Vector4& shadowColor )
- {
- // Scan vertex buffer to determine width and height of effect buffer needed
- const Vector< AtlasManager::Vertex2D >& verts = meshRecord.mMesh.mVertices;
- float tlx = verts[ 0 ].mPosition.x;
- float tly = verts[ 0 ].mPosition.y;
- float brx = ZERO;
- float bry = ZERO;
-
- for ( uint32_t i = 0; i < verts.Size(); ++i )
- {
- if ( verts[ i ].mPosition.x < tlx )
- {
- tlx = verts[ i ].mPosition.x;
- }
- if ( verts[ i ].mPosition.y < tly )
- {
- tly = verts[ i ].mPosition.y;
- }
- if ( verts[ i ].mPosition.x > brx )
- {
- brx = verts[ i ].mPosition.x;
- }
- if ( verts[ i ].mPosition.y > bry )
- {
- bry = verts[ i ].mPosition.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 );
-
- // We will render a quad into this buffer
- unsigned int indices[ 6 ] = { 1, 0, 2, 2, 3, 1 };
- PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, 4u );
- PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, sizeof(indices)/sizeof(indices[0]) );
-
- AtlasManager::Vertex2D vertices[ 4 ] = {
- { Vector2( tlx + shadowOffset.x, tly + shadowOffset.y ), Vector2( ZERO, ZERO ) },
- { Vector2( brx + shadowOffset.x, tly + shadowOffset.y ), Vector2( ONE, ZERO ) },
- { Vector2( tlx + shadowOffset.x, bry + shadowOffset.y ), Vector2( ZERO, ONE ) },
- { Vector2( brx + shadowOffset.x, bry + shadowOffset.y ), Vector2( ONE, ONE ) } };
-
- 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( mShader );
- material.AddSampler( sampler );
-
- Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( 1.0f );
- Actor actor = Actor::New();
- actor.AddRenderer( renderer );
- actor.SetSize( 1.0f, 1.0f );
+ vert.mColor = underlineColor;
- // 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( mShadowShader );
- 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.SetSize( 1.0f, 1.0f );
- subActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- 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 );
- }
+ Toolkit::Internal::AtlasMeshFactory::AppendMesh( meshRecords[ index ].mMesh, newMesh );
}
}
Actor mActor; ///< The actor parent which renders the text
AtlasGlyphManager mGlyphManager; ///< Glyph Manager to handle upload and caching
- Vector< uint32_t > mImageIds; ///< A list of imageIDs used by the renderer
TextAbstraction::FontClient mFontClient; ///> The font client used to supply glyph information
- Shader mShader; ///> Shader used to render drop shadow buffer textures
- Shader mShadowShader; ///> Shader used to render drop shadow into buffer
std::vector< MaxBlockSize > mBlockSizes; ///> Maximum size needed to contain a glyph in a block within a new atlas
- std::vector< uint32_t > mFace; ///> Face indices for a quad
- Property::Map mQuadVertexFormat;
- Property::Map mQuadIndexFormat;
+ Vector< TextCacheEntry > mTextCache; ///> Caches data from previous render
+ Property::Map mQuadVertexFormat; ///> Describes the vertex format for text
+ Property::Map mQuadIndexFormat; ///> Describes the index format for text
+ int mDepth; ///> DepthIndex passed by control when connect to stage
};
Text::RendererPtr AtlasRenderer::New()
return Text::RendererPtr( new AtlasRenderer() );
}
-Actor AtlasRenderer::Render( Text::ViewInterface& view )
+Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
{
UnparentAndReset( mImpl->mActor );
Vector<GlyphInfo> glyphs;
glyphs.Resize( numberOfGlyphs );
- std::vector<Vector2> positions;
- positions.resize( numberOfGlyphs );
+ Vector<Vector2> positions;
+ positions.Resize( numberOfGlyphs );
+
+ Vector<Vector4> colors;
+ colors.Resize( numberOfGlyphs, view.GetTextColor() );
numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
- &positions[0],
+ positions.Begin(),
+ colors.Begin(),
0u,
numberOfGlyphs );
+
glyphs.Resize( numberOfGlyphs );
- positions.resize( numberOfGlyphs );
+ positions.Resize( numberOfGlyphs );
+ colors.Resize( numberOfGlyphs );
- mImpl->AddGlyphs( positions,
+ mImpl->AddGlyphs( view,
+ positions,
glyphs,
- view.GetTextColor(),
- view.GetShadowOffset(),
- view.GetShadowColor(),
- view.IsUnderlineEnabled(),
- view.GetUnderlineColor(),
- view.GetUnderlineHeight() );
+ colors,
+ depth );
+
+ /* In the case where AddGlyphs does not create a renderable Actor for example when glyphs are all whitespace create a new Actor. */
+ /* This renderable actor is used to position the text, other "decorations" can rely on there always being an Actor regardless of it is whitespace or regular text. */
+ if ( !mImpl->mActor )
+ {
+ mImpl->mActor = Actor::New();
+ }
}
return mImpl->mActor;
AtlasRenderer::~AtlasRenderer()
{
+ mImpl->RemoveText();
delete mImpl;
}