#include <dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.h>
// EXTERNAL INCLUDES
-#include <math.h>
#include <dali/dali.h>
+#include <dali/devel-api/object/property-buffer.h>
+#include <dali/devel-api/rendering/geometry.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/rendering/sampler.h>
+#include <dali/devel-api/rendering/shader.h>
+#include <dali/devel-api/text-abstraction/font-client.h>
#include <dali/integration-api/debug.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/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>
-#if defined(DEBUG_ENABLED)
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_ATLAS_RENDERER");
-#endif
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
- const float ZERO( 0.0f );
- const float HALF( 0.5f );
- const float ONE( 1.0f );
- const float TWO( 2.0f );
- 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
+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
{
{
Vector4 mColor;
uint32_t mAtlasId;
- MeshData mMeshData;
+ AtlasManager::Mesh2D mMesh;
FrameBufferImage mBuffer;
bool mIsUnderline;
};
uint32_t mMeshRecordIndex;
};
- struct AtlasRecord
+ struct MaxBlockSize
{
- uint32_t mImageId;
+ FontId mFontId;
+ uint32_t mNeededBlockWidth;
+ uint32_t mNeededBlockHeight;
+ };
+
+ struct CheckEntry
+ {
+ FontId mFontId;
Text::GlyphIndex mIndex;
};
- struct MaxBlockSize
+ struct TextCacheEntry
{
FontId mFontId;
- Vector2 mNeededBlockSize;
+ Text::GlyphIndex mIndex;
+ uint32_t mImageId;
};
Impl()
+ : mDepth( 0 )
{
mGlyphManager = AtlasGlyphManager::Get();
mFontClient = TextAbstraction::FontClient::Get();
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_SIZE, DEFAULT_BLOCK_SIZE );
- mBasicShader = BasicShader::New();
- mBgraShader = BgraShader::New();
- mBasicShadowShader = BasicShadowShader::New();
-
- mFace.reserve( 6u );
- mFace.push_back( 0 ); mFace.push_back( 2u ); mFace.push_back( 1u );
- mFace.push_back( 1u ); mFace.push_back( 2u ); mFace.push_back( 3u );
+
+ mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+ mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
+ mQuadIndexFormat[ "indices" ] = Property::INTEGER;
}
void AddGlyphs( const std::vector<Vector2>& positions,
const Vector4& shadowColor,
bool underlineEnabled,
const Vector4& underlineColor,
- float underlineHeight )
+ float underlineHeight,
+ int depth )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
Vector< Extent > extents;
+ TextCacheEntry textCacheEntry;
+ mDepth = depth;
float currentUnderlinePosition = ZERO;
float currentUnderlineThickness = underlineHeight;
-
+ uint32_t currentBlockSize = 0;
FontId lastFontId = 0;
Style style = STYLE_NORMAL;
style = STYLE_DROP_SHADOW;
}
- if ( mImageIds.Size() )
+ if ( mTextCache.Size() )
{
- // Unreference any currently used glyphs
- RemoveText();
+ // Update the glyph cache with any changes to current text
+ RemoveText( glyphs );
}
CalculateBlocksSize( glyphs );
- for ( uint32_t i = 0; i < glyphs.Size(); ++i )
+ for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
{
- GlyphInfo glyph = glyphs[ i ];
+ const GlyphInfo& glyph = glyphs[ i ];
// No operation for white space
if ( glyph.width && glyph.height )
// We need to fetch fresh font underline metrics
FontMetrics fontMetrics;
mFontClient.GetFontMetrics( glyph.fontId, fontMetrics );
- currentUnderlinePosition = FontMetricsRoundUp( fabsf( fontMetrics.underlinePosition ) );
- float descender = FontMetricsRoundUp( fabsf( fontMetrics.descender ) );
+ currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) );
+ float descender = ceil( fabsf( fontMetrics.descender ) );
if ( underlineHeight == ZERO )
{
}
else
{
- currentUnderlineThickness = FontMetricsRoundUp( currentUnderlineThickness );
+ currentUnderlineThickness = ceil( currentUnderlineThickness );
}
}
}
}
- Vector2 position = positions[ i ];
- MeshData newMeshData;
- mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
+ const Vector2& position = positions[ i ];
+ AtlasManager::Mesh2D newMesh;
- 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
+ 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 );
}
}
}
- // 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 )
- {
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
- mImageIds.PushBack( slot.mImageId );
+ // Locate a new slot for our glyph
+ mGlyphManager.Add( glyph, bitmap, slot );
}
}
+
+ // Generate mesh data for this quad, plugging in our supplied position
+ mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
+ textCacheEntry.mFontId = glyph.fontId;
+ textCacheEntry.mImageId = slot.mImageId;
+ textCacheEntry.mIndex = glyph.index;
+ mTextCache.PushBack( textCacheEntry );
+
// 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,
+ newMesh,
extents,
textColor,
position.y + glyph.yBearing,
currentUnderlinePosition,
currentUnderlineThickness,
slot );
+ lastFontId = glyph.fontId;
}
- lastFontId = glyph.fontId;
}
if ( underlineEnabled )
{
for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
{
- MeshActor actor = MeshActor::New( Mesh::New( mIt->mMeshData ) );
- actor.SetColor( mIt->mColor );
- if ( mIt->mIsUnderline )
- {
- actor.SetColorMode( USE_OWN_COLOR );
- }
- else
- {
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- }
+ Actor actor = CreateMeshActor( *mIt );
- // Check to see what pixel format the shader should be
- if ( mGlyphManager.GetPixelFormat( mIt->mAtlasId ) == Pixel::L8 )
- {
- // Create an effect if necessary
- if ( style == STYLE_DROP_SHADOW )
- {
- actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
- }
- actor.SetShaderEffect( mBasicShader );
- }
- else
+ // Create an effect if necessary
+ if ( style == STYLE_DROP_SHADOW )
{
- actor.SetShaderEffect( mBgraShader );
+ actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
}
- if ( mActor )
+ if( mActor )
{
+ actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
mActor.Add( actor );
}
else
mActor = actor;
}
}
- mActor.OffStageSignal().Connect( this, &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, "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
}
+ Actor CreateMeshActor( const MeshRecord& meshRecord )
+ {
+ 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.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 );
+ }
+ return actor;
+ }
+
void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
- MeshData& newMeshData,
+ AtlasManager::Mesh2D& newMesh,
Vector< Extent >& extents,
const Vector4& color,
float baseLine,
{
if ( slot.mImageId )
{
- MeshData::VertexContainer verts = newMeshData.GetVertices();
- float left = verts[ 0 ].x;
- float right = verts[ 1 ].x;
+ 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 ?
uint32_t index = 0;
if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
{
// Stitch the mesh to the existing mesh and adjust any extents
- mGlyphManager.StitchMesh( mIt->mMeshData, newMeshData );
+ mGlyphManager.StitchMesh( mIt->mMesh, newMesh );
AdjustExtents( extents,
meshContainer,
index,
// 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;
meshRecord.mIsUnderline = false;
meshContainer.push_back( meshRecord );
}
}
- // Unreference any glyphs that were used with this actor
- void OffStageDisconnect( Dali::Actor actor )
+ void RemoveText( const Vector<GlyphInfo>& glyphs )
{
- RemoveText();
- }
+ Vector< CheckEntry > checked;
+ CheckEntry checkEntry;
- void RemoveText()
- {
- for ( uint32_t i = 0; i < mImageIds.Size(); ++i )
+ for ( Vector< TextCacheEntry >::Iterator tCit = mTextCache.Begin(); tCit != mTextCache.End(); ++tCit )
{
- mGlyphManager.Remove( mImageIds[ i ] );
+ uint32_t index = tCit->mIndex;
+ uint32_t fontId = tCit->mFontId;
+
+ // Check that this character has not already been checked...
+ bool wasChecked = false;
+ for ( Vector< CheckEntry >::Iterator cEit = checked.Begin(); cEit != checked.End(); ++cEit )
+ {
+ if ( fontId == cEit->mFontId && index == cEit->mIndex )
+ {
+ wasChecked = true;
+ }
+ }
+
+ if ( !wasChecked )
+ {
+
+ int32_t newCount = 0;
+ int32_t oldCount = 0;
+
+ // How many times does this character occur in the old text ?
+ for ( Vector< TextCacheEntry >::Iterator oTcit = mTextCache.Begin(); oTcit != mTextCache.End(); ++oTcit )
+ {
+ if ( fontId == oTcit->mFontId && index == oTcit->mIndex )
+ {
+ oldCount++;
+ }
+ }
+
+ // And how many times in the new ?
+ for ( Vector< GlyphInfo >::Iterator cGit = glyphs.Begin(); cGit != glyphs.End(); ++cGit )
+ {
+ if ( fontId == cGit->fontId && index == cGit->index )
+ {
+ newCount++;
+ }
+ }
+ mGlyphManager.AdjustReferenceCount( fontId, tCit->mImageId, newCount - oldCount );
+ checkEntry.mIndex = index;
+ checkEntry.mFontId = fontId;
+ checked.PushBack( checkEntry );
+ }
}
- mImageIds.Resize( 0 );
+ mTextCache.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 );
}
}
}
- float FontMetricsRoundUp( float value )
- {
- double integral_part;
- if ( modf( value, &integral_part ) )
- {
- return ( static_cast< float >( integral_part ) + 1.0f );
- }
- else
- {
- return static_cast< float >( integral_part );
- }
- }
-
void GenerateUnderlines( std::vector< MeshRecord>& meshRecords,
Vector< Extent >& extents,
const Vector4& underlineColor,
const Vector4& textColor )
{
- MeshData newMeshData;
+ AtlasManager::Mesh2D newMesh;
+ unsigned short faceIndex = 0;
for ( Vector< Extent >::ConstIterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
{
- MeshData::VertexContainer newVerts;
- newVerts.reserve( 4u );
+ AtlasManager::Vertex2D vert;
uint32_t index = eIt->mMeshRecordIndex;
Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId );
float tlx = eIt->mLeft;
float brx = eIt->mRight;
- newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine, ZERO ),
- Vector2::ZERO,
- Vector3::ZERO ) );
-
- newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine, ZERO ),
- Vector2( u, ZERO ),
- Vector3::ZERO ) );
-
- newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine + thickness, ZERO ),
- Vector2( ZERO, v ),
- Vector3::ZERO ) );
-
- newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine + thickness, ZERO ),
- Vector2( u, v ),
- Vector3::ZERO ) );
-
- newMeshData.SetVertices( newVerts );
- newMeshData.SetFaceIndices( mFace );
+ 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 ].mMeshData, newMeshData );
+ mGlyphManager.StitchMesh( meshRecords[ index ].mMesh, newMesh );
}
else
{
MeshRecord record;
- newMeshData.SetMaterial( meshRecords[ index ].mMeshData.GetMaterial() );
- newMeshData.SetHasNormals( true );
- newMeshData.SetHasColor( false );
- newMeshData.SetHasTextureCoords( true );
- record.mMeshData = newMeshData;
+ record.mMesh = newMesh;
record.mAtlasId = meshRecords[ index ].mAtlasId;
record.mColor = underlineColor;
record.mIsUnderline = true;
}
}
- MeshActor GenerateShadow( MeshRecord& meshRecord,
- const Vector2& shadowOffset,
- const Vector4& shadowColor )
+ Actor GenerateShadow( MeshRecord& meshRecord,
+ const Vector2& shadowOffset,
+ const Vector4& shadowColor )
{
// Scan vertex buffer to determine width and height of effect buffer needed
- MeshData::VertexContainer verts = meshRecord.mMeshData.GetVertices();
- float tlx = verts[ 0 ].x;
- float tly = verts[ 0 ].y;
+ 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 )
+ for ( uint32_t i = 0; i < verts.Size(); ++i )
{
- if ( verts[ i ].x < tlx )
+ if ( verts[ i ].mPosition.x < tlx )
{
- tlx = verts[ i ].x;
+ tlx = verts[ i ].mPosition.x;
}
- if ( verts[ i ].y < tly )
+ if ( verts[ i ].mPosition.y < tly )
{
- tly = verts[ i ].y;
+ tly = verts[ i ].mPosition.y;
}
- if ( verts[ i ].x > brx )
+ if ( verts[ i ].mPosition.x > brx )
{
- brx = verts[ i ].x;
+ brx = verts[ i ].mPosition.x;
}
- if ( verts[ i ].y > bry )
+ if ( verts[ i ].mPosition.y > bry )
{
- bry = verts[ i ].y;
+ bry = verts[ i ].mPosition.y;
}
}
// Create a buffer to render to
meshRecord.mBuffer = FrameBufferImage::New( width, height );
- // Create a mesh actor to contain the post-effect render
- MeshData::VertexContainer vertices;
- MeshData::FaceIndices face;
-
- vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, tly + shadowOffset.y, ZERO ),
- Vector2::ZERO,
- Vector3::ZERO ) );
-
- vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, tly + shadowOffset.y, ZERO ),
- Vector2( ONE, ZERO ),
- Vector3::ZERO ) );
-
- vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
- Vector2( ZERO, ONE ),
- Vector3::ZERO ) );
-
- vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
- Vector2::ONE,
- Vector3::ZERO ) );
-
- MeshData meshData;
- Material newMaterial = Material::New("effect buffer");
- newMaterial.SetDiffuseTexture( meshRecord.mBuffer );
- meshData.SetMaterial( newMaterial );
- meshData.SetVertices( vertices );
- meshData.SetFaceIndices( mFace );
- meshData.SetHasNormals( true );
- meshData.SetHasColor( false );
- meshData.SetHasTextureCoords( true );
- MeshActor actor = MeshActor::New( Mesh::New( meshData ) );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- actor.SetShaderEffect( mBgraShader );
- actor.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
- actor.SetSortModifier( 0.1f ); // force behind main text
-
- // Create a sub actor to render once with normalized vertex positions
- MeshData newMeshData;
- MeshData::VertexContainer newVerts;
- MeshData::FaceIndices newFaces;
- MeshData::FaceIndices faces = meshRecord.mMeshData.GetFaces();
- for ( uint32_t i = 0; i < verts.size(); ++i )
- {
- MeshData::Vertex vertex = verts[ i ];
- vertex.x = ( ( vertex.x - tlx ) * divWidth ) - ONE;
- vertex.y = ( ( vertex.y - tly ) * divHeight ) - ONE;
- newVerts.push_back( vertex );
- }
+ // 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 );
- // Reverse triangle winding order
- uint32_t faceCount = faces.size() / 3;
- for ( uint32_t i = 0; i < faceCount; ++i )
+ 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 - 1 );
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+ actor.SetSize( 1.0f, 1.0f );
+
+ // 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 )
{
- uint32_t index = i * 3;
- newFaces.push_back( faces[ index + 2 ] );
- newFaces.push_back( faces[ index + 1 ] );
- newFaces.push_back( faces[ index ] );
+ 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 );
}
- newMeshData.SetMaterial( meshRecord.mMeshData.GetMaterial() );
- newMeshData.SetVertices( newVerts );
- newMeshData.SetFaceIndices( newFaces );
- newMeshData.SetHasNormals( true );
- newMeshData.SetHasColor( false );
- newMeshData.SetHasTextureCoords( true );
-
- MeshActor subActor = MeshActor::New( Mesh::New( newMeshData ) );
+ 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.SetSize( 1.0f, 1.0f );
subActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
subActor.SetColor( shadowColor );
- subActor.SetShaderEffect( mBasicShadowShader );
- subActor.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
// Create a render task to render the effect
RenderTask task = Stage::GetCurrent().GetRenderTaskList().CreateTask();
task.SetRefreshRate( RenderTask::REFRESH_ONCE );
task.FinishedSignal().Connect( this, &AtlasRenderer::Impl::RenderComplete );
actor.Add( subActor );
+
return actor;
}
}
}
- RenderableActor mActor; ///< The actor parent which renders the text
+ 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
- ShaderEffect mBasicShader; ///> Shader used to render L8 glyphs
- ShaderEffect mBgraShader; ///> Shader used to render BGRA glyphs
- ShaderEffect mBasicShadowShader; ///> 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< MeshData::FaceIndex > mFace; ///> Face indices for a quad
+ 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 );
-
std::vector<Vector2> positions;
positions.resize( numberOfGlyphs );
- view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
+
+ numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
+ &positions[0],
+ 0u,
+ numberOfGlyphs );
+ glyphs.Resize( numberOfGlyphs );
+ positions.resize( numberOfGlyphs );
+
mImpl->AddGlyphs( positions,
glyphs,
view.GetTextColor(),
view.GetShadowColor(),
view.IsUnderlineEnabled(),
view.GetUnderlineColor(),
- view.GetUnderlineHeight() );
+ view.GetUnderlineHeight(),
+ depth );
}
+
return mImpl->mActor;
}
AtlasRenderer::~AtlasRenderer()
{
+ Vector< GlyphInfo > emptyGlyphs;
+ mImpl->RemoveText( emptyGlyphs );
delete mImpl;
-}
\ No newline at end of file
+}