#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/public-api/common/stage.h>
+#include <dali/public-api/images/frame-buffer-image.h>
+#include <dali/public-api/render-tasks/render-task.h>
+#include <dali/public-api/render-tasks/render-task-list.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/public-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>
-
-#if defined(DEBUG_ENABLED)
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_ATLAS_RENDERER");
-#endif
+#include <dali-toolkit/internal/text/text-view.h>
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
- const Vector2 DEFAULT_ATLAS_SIZE( 512.0f, 512.0f );
- const Vector2 DEFAULT_BLOCK_SIZE( 16.0f, 16.0f );
- const Vector2 PADDING( 4.0f, 4.0f ); // Allow for variation in font glyphs
-}
+#if defined(DEBUG_ENABLED)
+ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_RENDERING");
+#endif
-struct AtlasRenderer::Impl
+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;
+}
+struct AtlasRenderer::Impl : public ConnectionTracker
{
+ enum Style
+ {
+ STYLE_NORMAL,
+ STYLE_DROP_SHADOW
+ };
struct MeshRecord
{
+ MeshRecord()
+ : mColor( Color::BLACK ),
+ mAtlasId( 0 )
+ {
+ }
+
+ Vector4 mColor;
uint32_t mAtlasId;
- MeshData mMeshData;
+ AtlasManager::Mesh2D mMesh;
+ FrameBufferImage mBuffer;
};
- struct AtlasRecord
+ /**
+ * brief Struct used to generate the underline mesh.
+ * There is one Extent per line of text.
+ */
+ struct Extent
{
- uint32_t mImageId;
- Text::GlyphIndex mIndex;
+ Extent()
+ : mBaseLine( 0.0f ),
+ mLeft( 0.0f ),
+ mRight( 0.0f ),
+ mUnderlinePosition( 0.0f ),
+ mUnderlineThickness( 0.0f ),
+ mMeshRecordIndex( 0 )
+ {
+ }
+
+ float mBaseLine;
+ float mLeft;
+ float mRight;
+ float mUnderlinePosition;
+ float mUnderlineThickness;
+ uint32_t mMeshRecordIndex;
};
struct MaxBlockSize
{
+ MaxBlockSize()
+ : mFontId( 0 ),
+ mNeededBlockWidth( 0 ),
+ mNeededBlockHeight( 0 )
+ {
+ }
+
FontId mFontId;
- Vector2 mNeededBlockSize;
+ uint32_t mNeededBlockWidth;
+ uint32_t mNeededBlockHeight;
+ };
+
+ struct CheckEntry
+ {
+ CheckEntry()
+ : mFontId( 0 ),
+ mIndex( 0 )
+ {
+ }
+
+ FontId mFontId;
+ Text::GlyphIndex mIndex;
+ };
+
+ struct TextCacheEntry
+ {
+ TextCacheEntry()
+ : mFontId( 0 ),
+ mIndex( 0 ),
+ mImageId( 0 )
+ {
+ }
+
+ FontId mFontId;
+ Text::GlyphIndex mIndex;
+ uint32_t mImageId;
};
Impl()
- : mSlotDelegate( this )
+ : mDepth( 0 )
{
mGlyphManager = AtlasGlyphManager::Get();
mFontClient = TextAbstraction::FontClient::Get();
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_SIZE, DEFAULT_BLOCK_SIZE );
- mBasicShader = BasicShader::New();
- mBGRAShader = BgraShader::New();
+
+ mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+ mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
+ mQuadIndexFormat[ "indices" ] = Property::INTEGER;
}
- void AddGlyphs( const std::vector<Vector2>& positions, const Vector<GlyphInfo>& glyphs )
+ bool IsGlyphUnderlined( GlyphIndex index,
+ const Vector<GlyphRun>& underlineRuns )
+ {
+ // TODO: At the moment it works because we always traverse the glyphs starting from the beginning
+ // and there is only one glyph run! If there are more they should be ordered.
+
+ 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;
+ }
+ }
+
+ return false;
+ }
+
+ void AddGlyphs( Text::ViewInterface& view,
+ const Vector<Vector2>& positions,
+ const Vector<GlyphInfo>& glyphs,
+ 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 Vector4& textColor( view.GetTextColor() );
+ 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 (mImageIds.Size() )
+ if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
{
- // Unreference any currently used glyphs
- RemoveText();
+ style = STYLE_DROP_SHADOW;
}
CalculateBlocksSize( glyphs );
- for ( uint32_t i = 0; i < glyphs.Size(); ++i )
+ // 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();
+
+ for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
{
- 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 )
{
- Vector2 position = positions[ i ];
- MeshData newMeshData;
- mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
-
- if ( slot.mImageId )
- {
- // This glyph already exists so generate mesh data plugging in our supplied position
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
- mImageIds.PushBack( slot.mImageId );
- }
- else
+ // Are we still using the same fontId as previous
+ 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 ) );
+ const float descender = ceil( fabsf( fontMetrics.descender ) );
+
+ if ( underlineHeight == ZERO )
+ {
+ currentUnderlineThickness = fontMetrics.underlineThickness;
+ // Ensure underline will be at least a pixel high
+ if ( currentUnderlineThickness < ONE )
+ {
+ currentUnderlineThickness = ONE;
+ }
+ else
+ {
+ currentUnderlineThickness = ceil( currentUnderlineThickness );
+ }
+ }
+
+ // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
+ if ( currentUnderlinePosition > descender )
+ {
+ currentUnderlinePosition = descender;
+ }
+ if ( ZERO == currentUnderlinePosition )
+ {
+ // Move offset down by one ( EFL behavior )
+ currentUnderlinePosition = ONE;
+ }
+
+ lastUnderlinedFontId = glyph.fontId;
+ } // underline
+
+ if ( !mGlyphManager.Cached( glyph.fontId, glyph.index, slot ) )
+ {
// Select correct size for new atlas if needed....?
if ( lastFontId != glyph.fontId )
{
{
if ( mBlockSizes[ j ].mFontId == glyph.fontId )
{
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_SIZE, mBlockSizes[ j ].mNeededBlockSize );
+ currentBlockSize = j;
+ mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+ DEFAULT_ATLAS_HEIGHT,
+ mBlockSizes[ j ].mNeededBlockWidth,
+ mBlockSizes[ j ].mNeededBlockHeight );
}
}
- lastFontId = glyph.fontId;
}
- // Glyph doesn't currently exist in atlas so upload
+ // Create a new image for the glyph
BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
+ if ( bitmap )
+ {
+ // Ensure that the next image will fit into the current block size
+ bool setSize = false;
+ if ( bitmap.GetWidth() > mBlockSizes[ currentBlockSize ].mNeededBlockWidth )
+ {
+ setSize = true;
+ mBlockSizes[ currentBlockSize ].mNeededBlockWidth = bitmap.GetWidth();
+ }
+ if ( bitmap.GetHeight() > mBlockSizes[ currentBlockSize ].mNeededBlockHeight )
+ {
+ setSize = true;
+ mBlockSizes[ currentBlockSize ].mNeededBlockHeight = bitmap.GetHeight();
+ }
- // Locate a new slot for our glyph
- mGlyphManager.Add( glyph, bitmap, slot );
+ if ( setSize )
+ {
+ mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+ DEFAULT_ATLAS_HEIGHT,
+ mBlockSizes[ currentBlockSize ].mNeededBlockWidth,
+ mBlockSizes[ currentBlockSize ].mNeededBlockHeight );
+ }
- // Generate mesh data for this quad, plugging in our supplied position
- if ( slot.mImageId )
+ // 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*/ );
+ }
+
+ // Move the origin (0,0) of the mesh to the center of the actor
+ 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 );
+
+ // Adjust the vertices if the fixed-size font should be down-scaled
+ if( glyph.scaleFactor > 0 )
+ {
+ for( unsigned int i=0; i<newMesh.mVertices.Count(); ++i )
{
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
- mImageIds.PushBack( slot.mImageId );
+ newMesh.mVertices[i].mPosition.x = position.x + ( ( newMesh.mVertices[i].mPosition.x - position.x ) * glyph.scaleFactor );
+ newMesh.mVertices[i].mPosition.y = position.y + ( ( newMesh.mVertices[i].mPosition.y - position.y ) * glyph.scaleFactor );
}
}
+
// 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, newMeshData, slot );
+ StitchTextMesh( meshContainer,
+ newMesh,
+ extents,
+ textColor,
+ position.y + glyph.yBearing,
+ underlineGlyph,
+ currentUnderlinePosition,
+ currentUnderlineThickness,
+ slot );
+ lastFontId = glyph.fontId;
}
+ } // glyphs
+
+ // Now remove references for the old text
+ RemoveText();
+ mTextCache.Swap( newTextCache );
+
+ if( thereAreUnderlinedGlyphs )
+ {
+ // Check to see if any of the text needs an underline
+ GenerateUnderlines( meshContainer, extents, underlineColor, textColor );
}
// For each MeshData object, create a mesh actor and add to the renderable actor
if ( meshContainer.size() )
{
- for ( uint32_t i = 0; i < meshContainer.size(); ++i )
+ for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
{
- Mesh mesh = Mesh::New( meshContainer[ i ].mMeshData );
- MeshActor actor = MeshActor::New( mesh );
- actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );;
+ Actor actor = CreateMeshActor( *mIt, actorSize );
- // Check to see what pixel format the shader should be
- if ( mGlyphManager.GetPixelFormat( meshContainer[ i ].mAtlasId ) == Pixel::L8 )
- {
- actor.SetShaderEffect( mBasicShader );
- }
- else
+ // Create an effect if necessary
+ if ( style == STYLE_DROP_SHADOW )
{
- actor.SetShaderEffect( mBGRAShader );
+ Actor shadowActor = GenerateShadow( *mIt, actorSize, shadowOffset, shadowColor );
+ shadowActor.Add( actor );
+ actor = shadowActor;
}
- if ( i )
+ if( mActor )
{
mActor.Add( actor );
}
mActor = actor;
}
}
- mActor.OffStageSignal().Connect( mSlotDelegate, &AtlasRenderer::Impl::OffStageDisconnect );
}
#if defined(DEBUG_ENABLED)
Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
- DALI_LOG_INFO( gLogFilter, Debug::Concise, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
+ DALI_LOG_INFO( gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
metrics.mGlyphCount,
metrics.mAtlasMetrics.mAtlasCount,
metrics.mAtlasMetrics.mTextureMemoryUsed / 1024 );
+
+ 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 ].mWidth,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mHeight,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlockWidth,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlockHeight,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mWidth,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mHeight,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockWidth,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockHeight,
metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlocksUsed,
metrics.mAtlasMetrics.mAtlasMetrics[ i ].mTotalBlocks );
}
#endif
}
+ 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() );
+ quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ) );
+ quadIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) );
+
+ Geometry quadGeometry = Geometry::New();
+ quadGeometry.AddVertexBuffer( quadVertices );
+ quadGeometry.SetIndexBuffer( quadIndices );
+
+ Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
+ Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
+ renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth );
+ Actor actor = Actor::New();
+#if defined(DEBUG_ENABLED)
+ actor.SetName( "Text renderable actor" );
+#endif
+ actor.AddRenderer( renderer );
+ actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
+ actor.SetSize( actorSize );
+ actor.SetColor( meshRecord.mColor );
+ return actor;
+ }
+
void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
- MeshData& newMeshData,
+ AtlasManager::Mesh2D& newMesh,
+ Vector< Extent >& extents,
+ const Vector4& color,
+ float baseLine,
+ bool underlineGlyph,
+ float underlinePosition,
+ float underlineThickness,
AtlasManager::AtlasSlot& slot )
{
if ( slot.mImageId )
{
+ float left = newMesh.mVertices[ 0 ].mPosition.x;
+ float right = newMesh.mVertices[ 1 ].mPosition.x;
+
// Check to see if there's a mesh data object that references the same atlas ?
- for ( uint32_t i = 0; i < meshContainer.size(); ++i )
+ uint32_t index = 0;
+ for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(),
+ mEndIt = meshContainer.end();
+ mIt != mEndIt;
+ ++mIt, ++index )
{
- if ( slot.mAtlasId == meshContainer[ i ].mAtlasId )
+ if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
{
- // Stitch the mesh to the existing mesh
- mGlyphManager.StitchMesh( meshContainer[ i ].mMeshData, newMeshData );
+ // Stitch the mesh to the existing mesh and adjust any extents
+ mGlyphManager.StitchMesh( mIt->mMesh, newMesh );
+
+ if( underlineGlyph )
+ {
+ AdjustExtents( extents,
+ meshContainer,
+ index,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ underlineThickness );
+ }
+
return;
}
}
// No mesh data object currently exists that references this atlas, so create a new one
MeshRecord meshRecord;
meshRecord.mAtlasId = slot.mAtlasId;
- meshRecord.mMeshData = newMeshData;
+ meshRecord.mMesh = newMesh;
+ meshRecord.mColor = color;
meshContainer.push_back( meshRecord );
+
+ if( underlineGlyph )
+ {
+ // Adjust extents for this new meshrecord
+ AdjustExtents( extents,
+ meshContainer,
+ meshContainer.size() - 1u,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ underlineThickness );
+ }
}
}
- // Unreference any glyphs that were used with this actor
- void OffStageDisconnect( Dali::Actor actor )
+ void AdjustExtents( Vector< Extent >& extents,
+ std::vector< MeshRecord>& meshRecords,
+ uint32_t index,
+ float left,
+ float right,
+ float baseLine,
+ float underlinePosition,
+ float underlineThickness )
{
- RemoveText();
- }
+ bool foundExtent = false;
+ for ( Vector< Extent >::Iterator eIt = extents.Begin(),
+ eEndIt = extents.End();
+ eIt != eEndIt;
+ ++eIt )
+ {
+ if ( Equals( baseLine, eIt->mBaseLine ) )
+ {
+ foundExtent = true;
+ if ( left < eIt->mLeft )
+ {
+ eIt->mLeft = left;
+ }
+ if ( right > eIt->mRight )
+ {
+ eIt->mRight = right;
+ }
- void RemoveText()
- {
- for ( uint32_t i = 0; i < mImageIds.Size(); ++i )
+ if ( underlinePosition > eIt->mUnderlinePosition )
+ {
+ eIt->mUnderlinePosition = underlinePosition;
+ }
+ if ( underlineThickness > eIt->mUnderlineThickness )
+ {
+ eIt->mUnderlineThickness = underlineThickness;
+ }
+ }
+ }
+ if ( !foundExtent )
{
- mGlyphManager.Remove( mImageIds[ i ] );
+ Extent extent;
+ extent.mLeft = left;
+ extent.mRight = right;
+ extent.mBaseLine = baseLine;
+ extent.mUnderlinePosition = underlinePosition;
+ extent.mUnderlineThickness = underlineThickness;
+ extent.mMeshRecordIndex = index;
+ extents.PushBack( extent );
}
- mImageIds.Resize( 0 );
}
void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
MaxBlockSize maxBlockSize;
for ( uint32_t i = 0; i < glyphs.Size(); ++i )
{
- // Get the fontId of this glyph and check to see if a max size exists?
FontId fontId = glyphs[ i ].fontId;
- float paddedWidth = glyphs[ i ].width + PADDING.x;
- float paddedHeight = glyphs[ i ].height + PADDING.y;
bool foundFont = false;
-
for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
{
if ( mBlockSizes[ j ].mFontId == fontId )
{
foundFont = true;
- if ( mBlockSizes[ j ].mNeededBlockSize.x < paddedWidth )
- {
- mBlockSizes[ j ].mNeededBlockSize.x = paddedWidth;
- }
- if ( mBlockSizes[ j ].mNeededBlockSize.y < paddedHeight )
- {
- mBlockSizes[ j ].mNeededBlockSize.y = paddedHeight;
- }
}
}
-
if ( !foundFont )
{
- maxBlockSize.mNeededBlockSize = Vector2( paddedWidth, paddedHeight );
+ FontMetrics fontMetrics;
+ mFontClient.GetFontMetrics( fontId, fontMetrics );
+ maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
+ maxBlockSize.mNeededBlockHeight = static_cast< uint32_t >( fontMetrics.height );
maxBlockSize.mFontId = fontId;
mBlockSizes.push_back( maxBlockSize );
}
}
}
- RenderableActor mActor; ///< The actor parent which renders the text
+ void GenerateUnderlines( std::vector< MeshRecord >& meshRecords,
+ Vector< Extent >& extents,
+ const Vector4& underlineColor,
+ const Vector4& textColor )
+ {
+ AtlasManager::Mesh2D newMesh;
+ unsigned short faceIndex = 0;
+ for ( Vector< Extent >::ConstIterator eIt = extents.Begin(),
+ eEndIt = extents.End();
+ eIt != eEndIt;
+ ++eIt )
+ {
+ AtlasManager::Vertex2D vert;
+ uint32_t index = eIt->mMeshRecordIndex;
+ Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId );
+
+ // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
+ float u = HALF / uv.x;
+ float v = HALF / uv.y;
+ float thickness = eIt->mUnderlineThickness;
+ float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - ( thickness * HALF );
+ float tlx = eIt->mLeft;
+ float brx = eIt->mRight;
+
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = baseLine;
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = ZERO;
+ newMesh.mVertices.PushBack( vert );
+
+ vert.mPosition.x = brx;
+ vert.mPosition.y = baseLine;
+ vert.mTexCoords.x = u;
+ newMesh.mVertices.PushBack( vert );
+
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = baseLine + thickness;
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = v;
+ newMesh.mVertices.PushBack( vert );
+
+ vert.mPosition.x = brx;
+ vert.mPosition.y = baseLine + thickness;
+ vert.mTexCoords.x = u;
+ newMesh.mVertices.PushBack( vert );
+
+ // Six indices in counter clockwise winding
+ newMesh.mIndices.PushBack( faceIndex + 1u );
+ newMesh.mIndices.PushBack( faceIndex );
+ newMesh.mIndices.PushBack( faceIndex + 2u );
+ newMesh.mIndices.PushBack( faceIndex + 2u );
+ newMesh.mIndices.PushBack( faceIndex + 3u );
+ 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;
+ meshRecords.push_back( record );
+ }
+ }
+ }
+
+ Actor GenerateShadow( MeshRecord& meshRecord,
+ const Vector2& actorSize,
+ 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( mGlyphManager.GetEffectBufferShader() );
+ material.AddSampler( sampler );
+
+ Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
+
+ // Set depth index to -1.0 to make sure shadow is rendered first in 3D layers
+ renderer.SetDepthIndex( -1.0f );
+ 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 );
+ }
+ }
+ }
+
+ 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
- SlotDelegate< AtlasRenderer::Impl > mSlotDelegate; ///> Signal generated to unreference glyphs when renderable actor is removed
- ShaderEffect mBasicShader; ///> Shader to render L8 glyphs
- ShaderEffect mBGRAShader; ///> Shader to render BGRA glyphs
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
+ Vector< TextCacheEntry > mTextCache;
+ Property::Map mQuadVertexFormat;
+ Property::Map mQuadIndexFormat;
+ int mDepth;
};
Text::RendererPtr AtlasRenderer::New()
{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::New()\n" );
+
return Text::RendererPtr( new AtlasRenderer() );
}
-RenderableActor AtlasRenderer::Render( Text::ViewInterface& view )
+Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
{
-
UnparentAndReset( mImpl->mActor );
- Text::Length numberOfGlyphs = view.GetNumberOfGlyphs();
+ Length numberOfGlyphs = view.GetNumberOfGlyphs();
- if( numberOfGlyphs > 0 )
+ if( numberOfGlyphs > 0u )
{
Vector<GlyphInfo> glyphs;
glyphs.Resize( numberOfGlyphs );
- view.GetGlyphs( &glyphs[0], 0, numberOfGlyphs );
+ Vector<Vector2> positions;
+ positions.Resize( numberOfGlyphs );
+
+ numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
+ positions.Begin(),
+ 0u,
+ numberOfGlyphs );
+ glyphs.Resize( numberOfGlyphs );
+ positions.Resize( numberOfGlyphs );
- std::vector<Vector2> positions;
- positions.resize( numberOfGlyphs );
- view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
- mImpl->AddGlyphs( positions, glyphs );
+ mImpl->AddGlyphs( view,
+ positions,
+ glyphs,
+ depth );
}
+
return mImpl->mActor;
}
AtlasRenderer::~AtlasRenderer()
{
+ mImpl->RemoveText();
delete mImpl;
-}
\ No newline at end of file
+}