#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/internal/text/line-run.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>
-//#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shadow-shader.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 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,
struct MeshRecord
{
+ MeshRecord()
+ : mColor( Color::BLACK ),
+ mAtlasId( 0 )
+ {
+ }
+
Vector4 mColor;
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( 0 )
+ {
+ }
+
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;
+ mQuadIndexFormat[ "indices" ] = Property::INTEGER;
+ }
+
+ 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.
- mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mShadowShader = Shader::New( VERTEX_SHADER_SHADOW, FRAGMENT_SHADER_SHADOW );
+ 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( 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 )
+ 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 ( 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();
+
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 )
{
// 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 )
{
// 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 )
+ if ( !mGlyphManager.Cached( glyph.fontId, glyph.index, slot ) )
{
- // This glyph already exists so generate mesh data plugging in our supplied position
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
- mImageIds.PushBack( slot.mImageId );
- }
- else
- {
-
// Select correct size for new atlas if needed....?
if ( lastFontId != glyph.fontId )
{
// 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
+ 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 )
+ {
+ 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,
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 );
{
for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
{
- Actor actor = CreateMeshActor( *mIt );
+ Actor actor = CreateMeshActor( *mIt, actorSize );
// Create an effect if necessary
if ( style == STYLE_DROP_SHADOW )
{
- actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
+ Actor shadowActor = GenerateShadow( *mIt, actorSize, shadowOffset, shadowColor );
+ shadowActor.Add( actor );
+ actor = shadowActor;
}
- 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 );
+
+ 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( PropertyBuffer::STATIC, mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() );
- PropertyBuffer quadIndices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
+ 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 ] ) );
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( 0 );
+ renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + 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.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
+ actor.SetSize( actorSize );
actor.SetColor( meshRecord.mColor );
-
- if ( meshRecord.mIsUnderline )
- {
- actor.SetColorMode( USE_OWN_COLOR );
- }
- else
- {
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- }
return actor;
}
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 )
{
// 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 );
+
+ if( underlineGlyph )
+ {
+ AdjustExtents( extents,
+ meshContainer,
+ index,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ underlineThickness );
+ }
+
return;
}
}
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;
}
}
- void GenerateUnderlines( std::vector< MeshRecord>& meshRecords,
+ 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(); 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;
record.mMesh = newMesh;
record.mAtlasId = meshRecords[ index ].mAtlasId;
record.mColor = underlineColor;
- record.mIsUnderline = true;
meshRecords.push_back( record );
}
}
}
Actor GenerateShadow( MeshRecord& meshRecord,
+ const Vector2& actorSize,
const Vector2& shadowOffset,
const Vector4& shadowColor )
{
// We will render a quad into this buffer
unsigned int indices[ 6 ] = { 1, 0, 2, 2, 3, 1 };
- PropertyBuffer quadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadVertexFormat, 4u );
- PropertyBuffer quadIndices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadIndexFormat, sizeof(indices)/sizeof(indices[0]) );
+ 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 ) },
quadGeometry.SetIndexBuffer( quadIndices );
Sampler sampler = Sampler::New( meshRecord.mBuffer, "sTexture" );
- Material material = Material::New( mShader );
+ Material material = Material::New( mGlyphManager.GetEffectBufferShader() );
material.AddSampler( sampler );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( 1.0f );
+
+ // 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.SetSize( 1.0f, 1.0f );
+ 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;
normVertexList.PushBack( vertex );
}
- PropertyBuffer normVertices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadVertexFormat, normVertexList.Size() );
- PropertyBuffer normIndices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
+ 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 ] ) );
normGeometry.AddVertexBuffer( normVertices );
normGeometry.SetIndexBuffer( normIndices );
- Material normMaterial = Material::New( mShadowShader );
+ 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.SetSize( 1.0f, 1.0f );
- subActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ subActor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
+ subActor.SetSize( actorSize );
subActor.SetColor( shadowColor );
// Create a render task to render the effect
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
+ Vector< TextCacheEntry > mTextCache;
Property::Map mQuadVertexFormat;
Property::Map mQuadIndexFormat;
+ int mDepth;
};
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 );
numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
- &positions[0],
+ positions.Begin(),
0u,
numberOfGlyphs );
glyphs.Resize( numberOfGlyphs );
- positions.resize( numberOfGlyphs );
+ positions.Resize( numberOfGlyphs );
- mImpl->AddGlyphs( positions,
+ mImpl->AddGlyphs( view,
+ positions,
glyphs,
- view.GetTextColor(),
- view.GetShadowOffset(),
- view.GetShadowColor(),
- view.IsUnderlineEnabled(),
- view.GetUnderlineColor(),
- view.GetUnderlineHeight() );
+ depth );
}
return mImpl->mActor;
AtlasRenderer::~AtlasRenderer()
{
+ mImpl->RemoveText();
delete mImpl;
}